Martial Melee Weapons in Baldur's Gate 3 are a piece of equipment that is used to inflict damage against hostile characters such as Enemies and Bosses. Weapons are usually categorized into different types that suit each playable class, each weapon possesses its own stats, bonuses, and effects. Weapons are usually obtained as rewards from completing quests, purchased from merchants, looted from various locations, or are dropped by Enemies or Bosses. You can find detailed information on its location and properties on each individual page linked below.
All Martial Melee Weapons in Baldur's Gate 3
Baldur's Gate 3 Martial Melee Weapons Comparison Table
You can search by Name, Rarity, Proficiency, or Weapon Skills. Just type into the search box what you are looking for.
Quick Search of All Martial Melee Weapons
Name |
Damage |
Proficiency |
Quality |
Type |
Range |
Qualities |
Weapon Skills |
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1d6+1 Slashing |
Martial | Rare | Melee Weapon | Diamondsbane: If an adamantine weapon hits an Lethal Weapon: This weapon ignores Slashing |
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1d6+2 |
Martial | Rare | Mele Weapon | Sentinel Weapon: Gain a ´1 bonus to initiative rolls and Advantage on Perception Ability Checks. Ambusher's Streak: In combat, you deal an additional 1∼6 Necrotic damage against creatures that haven't taken a turn yet. |
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Martial | Very Rare | Martial Melee Weapon | Perfectly Balanced Strike |
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Martial | Rare | Melee Weapon | N/A | 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. |
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1d6 1d4 1d4 |
Martial | Legendary | Melee Weapon |
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Prey Upon the Weak: This weapon deals an additional l~4 Piercing dannage against targets with 50% of their hit points or fewer. Main Hand Only Redvein Savagery: When you make an attack with Advantage, the target takes an additional 7 Piercing damage. Off-Hand Only Crimson Weapon: When you make an attack with your off hand weapon, you can add your Ability Modifier to the damage of the attack. |
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1d8 Piercing |
Martial | Uncommon | Melee Weapon | The Holder of this Item gains: Equip item in main hand to gains: |
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Martial | Rare | Melee Weapon | N/A | Steel Physiology: Reduce incoming Bludgeoning, Piercing, and Slashing damage by 1. Armour Class +1 Main Hand Only
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1d8 1d4 |
Martial | Legendary | Melee Weapon |
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Main Hand Only |
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Martial | Rare | Melee Weapon | N/A | Elements of an Epoch: Depending on what kind of damage this weapon does, it also inflicts: Acid condition, Chilled condition, or Burning condition. Elemental Age: Give the Flail of Elemental Ages a +1 bonus to Attack Rolls and an additional 1d4 Acid, Cold, or Fire damage to its strikes depending on the elemental age embodied. |
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1d6 |
Martial | Rare | Mele Weapon | Part the Flesh: Makes a strike that has a chance to prevent enemies from healing. |
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Martial | Uncommon | Melee Weapon | The Holder of this Item gains: Equip item in main had to gain: |
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1d6 Slashing |
Martial | Common | Melee Weapon | |||
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1d8 |
Martial | Rare | Melee Weapon | Mellow Harmony: You make a Performance Check, success granting all your melee weapon attacks additional damage equal to your Charisma Modifier. |
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Knife of the Undermountain King |
1d6+2 Piercing |
Martial | Very Rare | Melee Weapon | Organ Rearranger: The wielder scores a Critical Hit when rolling a 19. When they roll 2 damage or less, reroll the dice, taking the highest result. Shadow Blade: You have Advantage on Attack Rolls against Lightly or Heavily Obscured targets when using this blade. |
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1d6 |
Martial | Uncommon | Melee Weapon | Cauteriser: Deals an additional 1~4 Fire damage. On a hit, the target starts Burning unless it succeeds a Constitution Saving Throw. |
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1d8 Piercing |
Martial | Common | Melee Weapon | Equip item in main hand to gain:
Tenacity: When you miss an attack, deal 1 Bludgeoning damage anyway. Uses a reaction. Can be used once per Short Rest. |
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1d8+1 Piercing |
Martial | Uncommon | Melee Weapon | The Holder of this Item gains: Equip item in main hand to gain:
Tenacity: When you miss an attack, deal 1 Bludgeoning damage anyway. Uses a reaction. Can be used once per Short Rest. |
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Myrkulite Scourge |
Martial | Uncommon | Melee Weapon | N/A | |||
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+1d4 |
Martial | Very Rare | Melee Weapon |
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Martial | Rare | Melee Weapon | N/A | Outer-Entity Slayer: When wielded against Fey, fiends, or undead foes, this weapon has a +1d4 bonus to Damage and Attack Rolls. Tenacity: When you miss an attack, you deal 1 Bludgeoning damage anyway. |
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Practice Sword |
1d4 Bludgeoning |
Martial | Common | Melee Weapon | The Holder of this Item gains:
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1d8 Piercing |
Martial | Common | Melee Weapon | Equip item in main hand to gain: |
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1d8+1 Piercing |
Martial | Uncommon | Melee Weapon | Weapon Enchantment +1 |
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Ravengard's Scourger |
1d8+2 Piercing |
Martial | Rare | Melee Weapon | -- | Commander's Strike: Direct an ally to strike a foe. The ally uses a reaction on their next turn to make a weapon attack. |
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1d6+2 |
Martial | Uncommon | Melee Weapon | Psychic Steel Virtuoso: When the wielder attacks with Advantage, they deal an additional 1~8 Psychic damage. |
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1d8 |
Martial | Uncommon | Melee Weapon | Searing Blood: Cut into an enemy, dealing 1d8 Piercing damage + an additional 1d6 Fire damage to them, while you yourself take 1d6 Slashing damage. |
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1d8 |
Martial | Uncommon | Melee Weapon | Scarlet Remittance: Gain a +1 bonus to Attack Rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3. Scarlet Regeneration: If you have a +3 bonus from Scarlet Remittance, consume it to regain 3d10 hitpoints. |
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1d6 Slashing |
Martial | Common | Melee Weapon | The Holder of this Item gains: |
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Martial | Common | Melee Weapon | The Holder of this Item gains: Weapon Enchantment +1 |
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1d6 Piercing |
Martial | Common | Melee Weapon | Equip item in main hand to gain:
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Shattered Flail |
1d6+2 |
Martial | Rare | Melee Weapon | N/A | The Holder of this Item gains: Yeenoghu's Gift: Dealing damage with this weapon heals the wielder for 1d6 hit points and instills them with an insatiable hunger - they can go Mad if they do not deal damage each turn. Equip item in main hand to gain: |
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1d6 Piercing |
Martial | Common | Melee Weapon | Equip item in main hand to gain: |
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1d6+1 Slashing |
Martial | Uncommon | Melee Weapon | The Holder of this Item gains: Weapon Enchantment +1
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1d6 Piercing |
Martial | Uncommon | Melee Weapon | The Holder of this Item gains: Break the Unbroken: Deals an additional 1d8 Piercing Damage to targets that still have all their Hit Points. Equip item in main hand to gain:
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1d6 |
Martial | Rare | Melee Weapon | Deepflesh Slice: When the wielder attacks with Advantage, the attack inflicts |
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1d6 Slashing |
Martial | Uncommon | Melee Weapon | Nimble Attack: When the wielder hits an enemy with this weapon, they gain Momentum for 2 turns. |
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1d6+1 Piercing |
Martial | Uncommon | Melee Weapon |
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The Holder of this Item gains: Equip item in main hand to gain: |
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1d6 |
Martial | Rare | Melee Weapon | Shadowsoaked Strike: Strike an enemy, adding your Proficiency Bonus to the damage. Moreover, if the attack hits, it blow deals an additional 1d6 Psychic Damage. This attack doesn't break concealment. |
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1d6 +3 |
Martial | Very Rare | Melee Weapo | Life Stealing Critical: On a Critical Hit, the target takes an extra 1~10 Necrotic damage as long as it isn't a construct or an undead. You also gain 10 temporary hit points. |
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Martial | Uncommon | Melee Weapon | |
Equip item in main hand to gains: |
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1d6+1 |
Martial | Uncommon | Melee Weapon | Melee Caster: Instead of its Dexterity Modifier, the affected entity add its Spellcasring Ability Modifier to Attack Rolls. |
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1d6+3 |
Martial | Legendary | Melee Weapon | Organ Rearranger: The wielder scores a Critical Hit when rolling a 19. When they roll 2 damage or less, rcroll the dice, taking the highest result. True Strike Exploit Weakness: Creatures hit with this weapon receive Vulnerability to Piercing damage. Off Hand Only True Strike Riposte: When a creature misses you with a melee attack, you may retaliate and gain True Strike. |
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The Sacred Star |
1d8 Piercing +1d4 Radiant |
Martial | Very Rare | Melee Weapon | |
-- | Radiant Strike: On a hit, inflict 1 turn of Radiating Orb upon the target. Sanctified Weapon: Undead creatures struck by this weapon are possibly turned. Dawnburst Strike: Deal additional Radiant damage equal to your Proficiency Bonus. On a hit, light erupts around you in an area. Enemies in the light must succeed a DC 13 Constitution Saving Throw or be Blinded. |
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Martial | Rare | Versatile (Melee) | Electric Blood: When the wielder deals damage using this weapon, they gain 2 Lighting Charges. |
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1d8+1 |
Martial | Uncommon | Melee Weapon | -- | Dawnburst Strike: Deal additional Radiant damage equal to your Proficiency Bonus. On a hit, light erupts around you in an area. Enemies in the light must succeed a DC 13 Constitution Saving Throw or be Blinded. |
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Martial | Uncommon | Melee Weapon | The Holder of this Item gains: Equip item in main hand to gain:
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1d8+1 Piercing |
Martial | Rare | Melee Weapon | -- | Twist of Fortune: When you roll 2 or less with this weapon's damage die, reroll it and take the new result. Blood Money: Strike out greedily, dealing additional per 300 gold that the target possesses. |
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1d6+2 Piercing |
Martial | Rare | Melee Weapon | Dolor Amarus: When you land a Critical hit with this weapon, it deals an additional 7 damage. |
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1d8 Piercing |
Martial | Common | Melee Weapon | The Holder of this item gains:
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1d8+1 Piercing |
Martial | Uncommon | Melee Weapon | The Holder of this item gains: Weapon Enchantment +1 |
Baldur's Gate 3 Martial Melee Weapons Gallery










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Important editing problem - I cut something I can no long fix :
a) I used the table cut option (to remove the Shadow Blade which is NOT a Martial Weapon)
b) When editing the Simple Weapons table, it says my browser does not allow pasting the data back ... sigh.
c) My edit (cut), for which I even left a note, is no where visible in the Histories (there are many) related to this table, so I cannot even cancel my revision.
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