WeaponsArmourSpells
Baldur’s Gate 3 is filled to the brim with all kinds of weapons and gear to get the job done. But for those would-be venturers who chose classes that favor melee combat, a bludgeoning instrument is likely a necessity or, at the very least, a possibility for your character’s armament. Here’s a list of all the Bludgeoning Weapons that you may find in Baldur’s Gate 3. Click on the Item in the table below to learn more about each individual item. Each post shows a tooltip with more information, such as where to get it and other helpful information.
Damage One-Handed
Damage Two-Handed
1d4 Bludgeoning
Whipping Cane
Broken Club
Twisting Branch
Club Of Hill Giant Strength
Splinters of a Giant’s Might Increases Strength to 15.
1d8 Bludgeoning
Greatclub +1
1d8+1 Bludgeoning
Light Hammer
Light Hammer +1
1d4+1 Bludgeoning
Skybreaker
Searing Smite Once per Long Rest, you can cast Searing Smite.
1d6 Bludgeoning
Crude Mace
Loviatar’s Scourge
Willing Whip Grants Resistance to Necrotic damage. Deals an additional 1d6Necrotic damage to nearby targets, including the wielder. Due to the Resistance granted by the weapon, the wielder takes only 1~3Necrotic damage. However, nearby allies take full damage.
1d6+1 Bludgeoning
Shattered Flail
1d6+2 Bludgeoning
Yeenoghu’s Gift Hitting an enemy with this weapon heals the wielder for 1d6Hit Points - but they can go Mad if they don’t continue hitting an enemy each turn. Mad Hostile to everyone in the vicinity. Duration: 1 turn
Xyanyde’s Fire Once per Short Rest, when the wielder misses an attack with this weapon, the target is encased in Faerie Fire.
Adamantine Mace
Swift Hitter Your weapon hits hard enough to send your target Reeling for 1 turn.
2d6 Bludgeoning
2d6+1 Bludgeoning
Quarterstaff
Quarterstave
Corellon’s Grace
Unhampered Resistance If the wielder is attacked while not wearing armour, they receive a +1d4 bonus to Saving Throws.
Nature’s Snare
Fly Trap Chance to Ensnare target if it is not a plant or a beast.
Quarterstaff +1
Rain Dancer
Create Water Cast the spell Create Water once per Short Rest.
Staff Of Crones
Ray of Sickness Once per Long Rest, you can cast Ray of Sickness.
Mourning Frost
Heart of Ice When you cast a spell or cantrip on an enemy, inflict Frostbite for 1 turn.
Staff Of Arcane Blessing
Mystra’s Blessing Bless grants an additional 1d4 to Saving Throws and Weapon Attack Rolls, and an additional 2d4 to Spell Attack Rolls.
Ritual Staff
Creation’s Echo
Elemental Resonance If the wielder deals Acid, Fire, Lightning, Radiant, or Necrotic damage, it becomes resistant to that damage type for 2 turns.
Faithwarden’s Stride Druidic vines cannot Ensnare you and do not count as Difficult Terrain. Faithwarden’s Vines Vines sprout from the ground, slowing creatures within and possibly Entangling them ( STR Save to avoid becoming Entangled). ActionRange: 18 m / 60 ft AoE: 3 m / 10 ft (Radius) Duration: 10 turns Concentration Always Prepared Recharge: Long Rest
Spiderstep Staff
Practice Sword
Shortsword
Intransigent Warhammer
1d10 Bludgeoning
Impulse Blast Knocks nearby creatures Prone after killing a target or landing a Critical Hit.
Faithbreaker
1d10+1 Bludgeoning
Warhammer +1
The Spellsparkler
Electric Veins When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges.Important Note: This effect applies per enemy damaged meaning that multi-target and area of effect spells generate 2 charges per damaged enemy.
Hamarhraft
Shockwave When the wearer Jumps, they deal 1d4Thunder damage in a 3 m / 10 ft radius upon landing.