Quarterstaves in Baldur's Gate 3 are pieces of equipment that are used to inflict damage against hostile characters such as Enemies and Bosses. Quarterstaves are Versatile Simple Weapons in BG3 that can be one-handed or two-handed, dealing 1-6 Damage when one-handed and 1-8 damage when two-handed. They have a range of 1.5m, and they deal Bludgeoning Damage, though some special Quarterstaves also deal another type of Damage as well.
Many Quarterstaves have unique properties, so you should read carefully what these do, and many also have Weapon Actions that can only be used if you are Proficient with Quarterstaves in BG3. These Weapon Actions include Topple.
All Quarterstaves in Baldur's Gate 3
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Natural Pugilist: You gain a +1 bonus to Unarmed Attack Rolls and damage. Unhampered Resistance: If the wielder is attacked while not wearing armour, they receive a 1d4 bonus to Saving Throws. |
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Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Melf's Acid Arrow (2nd Level): Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. |
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Fly Trap: Chance to Ensnare target if it is not a plant or a beast. | |
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Spider Step: Immune to being Enwebbed | |
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Mystra's Blessing: Bless grants an additional 1d4 to Saving Throws and Weapon Attack Rolls, and additional 2d4 to Spell Attack Rolls.
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Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Caitiff's Restoration: Replenish 1 expended Warlock spell slots. |
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Elemental Resonance: If the wielder deals Acid, Fire, Lightning, Radiant or Necrotic damage, it becomes resistant to that damage type for 2 turns. | |
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Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. |
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Spiritual Weapon (6th level): Summon a floating, spectral weapon that attacks your enemies alongside you. |
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Heightened Necromancy: Creatures have Disadvantage on Saving Throws against your Necromancy spells.
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Faithwarden's Stride: Druidic vines cannot Ensnare you and do not count as difficult terrain.
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Accretion: The wearer gains Arcane Charge when they deal damage with close—quarter—range spell or cantrips. |
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Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Imperial Retaliation: When the wielder succeeds a Saving Throw, the foe that caused the throw needs to make an Intelligence Saving Throw or be Stunned for 1 turn. |
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Electric Veins: When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges. | |
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Ranged Spell Attack +1 Grants Resistance to Fire Damage. |
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+1d4 |
Heart of Ice: When dealing Cold damage, the wielder deals an additional 1 Cold damage. Insidious Cold: Dealing Cold damage with a spell possibly inflicts Chilled upon the target. |
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Heightened Necromancy: Creatures have Disadvantage on Saving Throws against your Necromancy spells. |
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Arcane Battery: Alleviate the arcane burden of spelleasting with the power of this staff. The next spell you cast doesn't cost a spell slot. Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. |
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Staff of the Ram: Once per tum, the blow possibly knocks a foe back 2m and Stuns them. This has no effect on dragons or Huge creatures. |
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Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Arcane Vampirism: When the creatures affected by your spells fail any associated Saving Throws regaitn 1~4 hit points.
Bound Weapon |
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Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls.
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AnonymousStaffs are fairly powerful, but with the dual wielder feat you can equip two. Let me tell you, having two staves that boost spell DC is insane.

AnonymousThese all really blow, nice Rare rod of the pact keeper +1, guys

AnonymousThere's also a staff that buffs unarmed attacks. I can't remember the details off hand, I only found it once and it wasn't my monk playthrough.

AnonymousMissing Cacophany; purchasable/stealable from Lady Esther in Trielta Crags. Adds Thunder Damage and gives access to Thunderous Smite

AnonymousMissing the staff of spell power and Staff of Cherished Necromancy

Anonymousi dont see the "Staff of the Moonmaiden" do you upgrade it? I was thinking maybe getting the moon stone in the underdark temple but i dont know how to get it off instead of just breaking it.

AnonymousReally kind of sad that the best weapon my Sorc has to use is the Spellsparkler. Electric Veins is too good to not use, by itself it's more useful than the entirety of Markoheskir.

AnonymousBlurg the trader in the myconid colony can sell "Melf's First Staff". It's really really good as it adds +1 to your spell save dc's and spell attack rolls. It's also super cheap.

AnonymousI couldn't get the Blight from the Woe staff to show up on my characters hotbar. Hes a sorcerer and he should be able to get it but it just doesn't show up no matter how many times I re-equip it. Doesn't show up on my Spellbook tab either. Not sure what the deal is. I get the spells from the Incandescent Staff just fine.

Anonymous
AnonymousStaff of the crone causes poison damage to the wielder as well as the target of ray of sickness

AnonymousMissing Staff of the Moonmaiden found on ground next to skeleton near Journal of High Initiate Jarrus

Anonymousmissing entry: staff of arcane blessing, found in arcane tower top level.
sounds pretty ridiculous.
when blessing:
+additional 1d4 to normal attacks and saving throws,
+additional 2d4 to spells using attack rolls.
















missing staff of a mumbling wizard won as a consolation prize from akabis wheel of fortune circus of the last days
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