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Baldur’s Gate 3 Weapons: Types, Properties, Proficiency, and Ranges

A practical reference to Baldur’s Gate 3 weapon categories, proficiency, hand use, properties, range, and special effects.
Length4 min Posted Quest giverVGSources Team
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In Baldur’s Gate 3, choosing a weapon means checking more than its damage die: weapon category, proficiency, hand use, properties, range, and item-specific effects all matter. This guide explains how to read those details and choose a weapon that fits your character.

How weapons are classified

Weapons are divided into melee and ranged, and into simple and martial categories. They deal physical damage such as bludgeoning, piercing, or slashing. Each weapon also has properties that affect how it can be wielded or used. The game’s weapon overview is a community-maintained reference, not official Larian documentation; its inspected pages do not identify a specific game patch, so mutable item details may change.

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A weapon’s full value comes from combining these dimensions. Two weapons with similar damage can differ in proficiency requirements, available actions, range, hand setup, or magical effects.

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Check proficiency before equipping a weapon

When a character is proficient with an equipped weapon, they add their proficiency bonus to attack rolls. Proficiency with the main-hand weapon also unlocks that weapon’s actions; an off-hand weapon does not grant weapon actions. If a character lacks proficiency, do not assume those actions are available.

Proficiencies come from character choices and other sources. Multiclass proficiency grants may not be retroactively applied to lower-tier weapon groups, so check the character’s actual proficiencies rather than assuming a later class choice grants every category.

Choose properties for your build and hand setup

Property or setup What it means Practical consequence
Finesse Uses whichever is higher, Strength or Dexterity, for attack and damage rolls. Can suit a character focused on Dexterity rather than Strength.
Light A light weapon can be used in the off hand when the main-hand weapon is also light. Check both weapons when planning to dual wield.
One-handed Can be wielded in one hand. Leaves the other hand available for a shield or another weapon, subject to the relevant rules.
Versatile Can be wielded in one or both hands. Its maximum damage is generally greater when held in both hands.
Two-handed Requires both hands to wield. Rules out holding a shield or off-hand weapon at the same time.
Extra Reach Extends melee attacks to 2.5 m (8 ft), compared with the listed regular reach of 1.5 m (5 ft). Can let the wielder attack targets farther away in melee.

One-handed weapons can leave room for a shield; dual wielding has its own restrictions. The Dual Wielder feat is listed as an exception to some of those restrictions. A versatile weapon gives you a choice of one- or two-handed use, while a two-handed weapon commits both hands.

Understand ranged distance and thrown attacks

Ranged weapons list normal and long range. Attacks against targets beyond normal range but within long range can have disadvantage. The distance bands therefore matter when positioning a character, not just when comparing damage.

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A weapon with the Thrown property can be used to make a ranged attack. For a finesse thrown weapon such as a dagger, the overview says Dexterity can be used as described by the weapon’s finesse property. In most circumstances, a thrown attack uses the weapon’s base damage with Strength and proficiency; additional damage properties and weapon-action effects generally do not carry over. The overview notes item-specific exceptions when an item explicitly grants extra thrown damage, so check the individual item text before relying on an effect.

Compare ranged weapons by more than base damage

The ranged-weapon reference describes ranged weapons as dealing piercing physical damage and lists individual damage values, rarity, and special effects. These examples illustrate why a damage die alone is not a ranking:

Example Listed damage and details What to notice
Longbow Common; 1d8 piercing. A straightforward base-damage example.
Crossbow of Arcane Force +1 enhancement; 1d10+1 piercing; limited-use ability adds 1d4 force damage to ranged attacks. Its enhancement and conditional force damage add dimensions beyond the base damage type.

These are examples from the community-maintained ranged-weapon list, not a claim that either option is best for every character. Effects, acquisition details, and other item data should be checked against the current entry and game patch.

A practical way to choose a weapon

  1. Confirm access: check that the character is proficient with the weapon or its category, and whether you need its main-hand weapon actions.
  2. Match the build: compare Strength and Dexterity with properties such as Finesse, then decide whether you want a shield, an off-hand weapon, or both hands on one weapon.
  3. Check the engagement distance: compare melee reach or the ranged weapon’s normal and long ranges with how you expect the character to fight.
  4. Read the whole damage profile: consider base damage and type, enhancement, and named effects rather than comparing only the damage die.
  5. Inspect special-use rules: read the item’s actions and passive effects, and verify whether they apply to thrown attacks.
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Which weapons are actually usable?

Not every weapon entry represents ordinary party gear. The wiki separates regular weapons from unused, unobtainable, and story-related weapons. An item may exist in game files, appear in a scene, or serve a quest without being obtainable as normal equipment, so distinguish those entries from weapons a character can equip and use.

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