Weapons Armour Spells

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 can 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.

Icon

Weapon

Damage One-Handed

Damage Two-Handed

Type

Range

Effect

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Club

1d4 Bludgeoning

Club

1.5m

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Whipping Cane

1d4 Bludgeoning

Club

1.5m

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Broken Club

1d4 Bludgeoning

Club

1.5m

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Twisting Branch

1d4 Bludgeoning

Club

1.5m

Club Of Hill Giant Strength

1d4 Bludgeoning

Club

1.5m

Splinters of a Giant's Might Increases Strength to 15.

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Salami

1d4 Bludgeoning

Club

1.5m

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Greatclub

1d8 Bludgeoning

Greatclub

1.5m

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Greatclub +1

1d8+1 Bludgeoning

Greatclub

1.5m

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Light Hammer

1d8 Bludgeoning

Light Hammer

1.5m

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Light Hammer +1

1d4+1 Bludgeoning

Light Hammer

1.5m

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Skybreaker

1d4+1 Bludgeoning

Light Hammer

1.5m

Searing Smite Once per Long Rest, you can cast Searing Smite.

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Mace

1d6 Bludgeoning

Mace

1.5m

Crude Mace

1d6 Bludgeoning

Mace

1.5m

Loviatar's Scourge

1d6 Bludgeoning

Mace

1.5m

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.

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Mace +1

1d6+1 Bludgeoning

Mace

1.5m

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Shattered Flail

1d6+2 Bludgeoning

Mace

1.5m

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

1d6 Bludgeoning

Mace

1.5m

Xyanyde's Fire Once per Short Rest, when the wielder misses an attack with this weapon, the target is encased in Faerie Fire.

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Adamantine Mace

1d6 Bludgeoning

Mace

1.5m

Swift Hitter Your weapon hits hard enough to send your target Reeling for 1 turn.

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Maul

2d6 Bludgeoning

Maul

1.5m

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Maul +1

2d6+1 Bludgeoning

Maul

1.5m

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Quarterstaff

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

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Corellon's Grace

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

Unhampered Resistance If the wielder is attacked while not wearing armour, they receive a +1d4 bonus to Saving Throws.

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Nature's Snare

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

Fly Trap Chance to Ensnare target if it is not a plant or a beast.

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Quarterstaff +1

1d6+1 Bludgeoning

1d8+1 Bludgeoning

Quarterstave

1.5m

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Rain Dancer

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

Create Water Cast the spell Create Water once per Short Rest.

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Staff Of Crones

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

Ray of Sickness Once per Long Rest, you can cast Ray of Sickness.

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Mourning Frost

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

Heart of Ice When you cast a spell or cantrip on an enemy, inflict Frostbite for 1 turn.

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Staff Of Arcane Blessing

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

Mystra's Blessing Bless grants an additional 1d4 to Saving Throws and Weapon Attack Rolls, and an additional 2d4 to Spell Attack Rolls.

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Ritual Staff

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

Staff

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

Creation's Echo

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

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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Pale Oak

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

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

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Spiderstep Staff

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

1.5m

Practice Sword

1d4 Bludgeoning

Shortsword

1.5m

Intransigent Warhammer

1d8 Bludgeoning

1d10 Bludgeoning

Warhammer

1.5m

Impulse Blast Knocks nearby creatures Prone after killing a target or landing a Critical Hit.

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Faithbreaker

1d8+1 Bludgeoning

1d10+1 Bludgeoning

Warhammer

1.5m

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Warhammer

1d8 Bludgeoning

1d10 Bludgeoning

Warhammer

1.5m

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Warhammer +1

1d8+1 Bludgeoning

1d10+1 Bludgeoning

Warhammer

1.5m

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The Spellsparkler

1d6 Bludgeoning

1d8 Bludgeoning

Quarterstave

2m

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.

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Torch

1d4 Bludgeoning

Club

1.5m

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Hamarhraft

2d6 Bludgeoning

Maul

1.5m

Shockwave When the wearer Jumps, they deal 1d4Thunder damage in a 3 m / 10 ft radius upon landing.

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Sling

1d4 Bludgeoning

Sling

18m