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.