WeaponsArmourSpells

Here’s a list of all the Weapon Actions in Baldur’s Gate 3. Click on the Action in the table below for more details. Each post shows a tooltip with more information, such as range and other helpful information.

Description

Backbreaker

Put extra force behind your strike to possible knock your enemy Prone.

Brace (Melee)

Spend Range 6m of your movement. For the rest of your turn, roll melee damage twice and use the highest result.

Brace (Ranged)

Spend Range 6m of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.

Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.

Concussive Smash

Hit an enemy with all your might to deal damage and possibly Daze them.

Crippling Strike

Swing at an enmy’s legs to deal damage and possibly Cripple them.

Feint an attack to possibly throw your opponent Off Balance.

Hamstring Shot

Shoot an enemy in the thigh and possibly reduce their Movement Speed by 50%.

Heartstopper

Smash an enemy’s chest in and possibly inflict Chest Trauma. Undead and Constructs can’t suffer Chest Trauma.

Slash at your target’s vital points to make it bleed. Undead and Constructs can’t suffer Bleeding.

Mobile Shot

Make a Ranged Attack while moving. Prerequisite: Must have Dashed or Disengaged this turn.

Piercing Shot

Shoot a foe in the chest and possibly inflict Gaping Wounds. Undead and Constructs can’t suffer Gaping Wounds.

Piercing Strike

Stab an enemy and possibly inflict Gaping Wounds. Undead and Constructs can’t suffer Gaping Wounds.

Pommel Strike

Make a non-lethal attack against an enemy and possibly daze them.

Spend Range 6m of your movement to deal an additional Physical damage (minimum 1) on each successful weapon attack for the rest of the turn.

Rush Attack

Charge forward and attack the first enemy in your way, possibly pushing them Off Balance

When you miss an attack, deal Bludgeoning damage equal to your Strength Modifier (or a minimum of 1).

Swipe at a creature to knock it Prone.

Weakening Strike

Target an enemy’s hands with a non-lethal attack and possibly inflict Weak Grip. Creatures without weapons can’t have Weak Grip.

Poison Mist

On a hit, surround the target in a noxious cloud that possibly Poisons those within it.

Corrosive Strike

Deal additional Acid damage equal to your Proficiency Bonus. On a hit, create a pool of acid around the target which reduces Armour Class by 2.

Searing Blood

Cut into an enemy, dealing 1d8 + 1 Piercing damage + an additional 1d6 Fire damage to them, while you yourself take 1d6 Slashing damage.

Shadowsoaked Blow

Strike an enemy, adding your Proficiency Bonus to the damage. Moreover, if the attack hits, it deals an additional 1d6 Psychic. This Attack doesn’t break concealment.

Maiming Strike

Possibly Maims your target. They can’t move. Flying creatures can’t be Maimed.

Flaming Blade

Immolate your blade like a phoenix wing and strike a foe with its blazing steel. The wielder adds their Proficiency Bonus to the damage.

Razor Gale

Swing your weapon in a cyclone of steel that deals razorblade-sharp damage to all enemies within range.

Frigid Blade

You add your Proficiency Bonus as Cold Damage. When the attack hits, apply Frostbite. The creature takes 1d4 Cold damage when making a weapon attack.

Zephyr Flash

Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding.

Zephyr Break

Zephyr Break imitates the effects of the spell Gust of Wind while dealing thunder damage.

Moonlight Butterflies

Strike a foe, conjuring an illusory swarm of moon-pale butterflies, gaining Advantage on attacks against the target. Deal additional Psychic damage equal to your Proficiency Bonus. When the target moves away from your illusion, it takes 1~6 Psychic damage.

Hellflame Cleave

Spew hellish flames and strike your foes. Hellfire ignores Resistance and Inmunity to Fire damage.

Colossal Onslaught

Channel your mettlesome strength and strike all creatures in a line.

Soulbreaker

Rend the enemy’s body and soul, dealing an additional 4Damage TypesPsychic damage and posibly Stun them.

Topple the Big Folk

Deal additional damage equal to your Proficiency Bonus. On a hit, Large, Huge or Gargantuan creatures take an additional 2-12 Slashing damage and must suceed a Strenght Saving Throw or fall prone.

Arcane Ammunition

Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1d4 Force damage.

Release a fraction of your inner fire. All nearby creatures take damage and start Burning Fiercely.