Great Weapon Fighting
great weapon fighting passive feature fighting style bg3 wiki 150px

Effect

When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, you can reroll the die and must use the new roll

Requirements

Great Weapon Fighting is a Class Passive in Baldur's Gate 3. Features provide unique abilities or effects and can be acquired depending on the Character's Race, Class and level.

 

Great Weapon Fighting Information

  • When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, you can reroll the die and must use the new roll

 

How to unlock Great Weapon Fighting

Great Weapon Fighting can be acquired by

 

Great Weapon Fighting Tips & Notes

  • Notes & Tips go here

 

 

Traits and Features
Abjuration Savant  ♦  Action Surge  ♦  Agonizing Blast  ♦  Arcane Ward  ♦  Archery  ♦  Arctic  ♦  Armour of Shadows  ♦  Artificer's Lore  ♦  Base Racial Speed  ♦  Battleaxe Proficiency  ♦  Bear Heart  ♦  Beast Speech  ♦  Beast Tamer  ♦  Beguiling Influence  ♦  Bestial Heart  ♦  Bounty Hunter  ♦  Channel Divinity Charges  ♦  Charisma Saving Throw Proficiency  ♦  Club Proficiency  ♦  Coast  ♦  Colossus Slayer  ♦  Combat Wild Shape  ♦  Companion's Bond  ♦  Constitution Saving Throw Proficiency  ♦  Dagger Proficiency  ♦  Danger Sense  ♦  Dark One's Blessing  ♦  Darkvision  ♦  Dart Proficiency  ♦  Defense  ♦  Desert  ♦  Destroy Undead  ♦  Devil's Sight  ♦  Dexterity Saving Throw Proficiency  ♦  Disciple of Life  ♦  Divine Health  ♦  Divine Smite  ♦  Domain Spells  ♦  Draconic Ancestry: Black (Acid)  ♦  Draconic Ancestry: Blue (Lightning)  ♦  Draconic Ancestry: Brass (Fire)  ♦  Draconic Ancestry: Bronze (Lightning)  ♦  Draconic Ancestry: Copper (Acid)  ♦  Draconic Ancestry: Gold (Fire)  ♦  Draconic Ancestry: Green (Poison)  ♦  Draconic Ancestry: Red (Fire)  ♦  Draconic Ancestry: Silver (Cold)  ♦  Draconic Ancestry: White (Cold)  ♦  Draconic Resilience: Armour Class  ♦  Draconic Resilience: Hit Points  ♦  Dueling  ♦  Dwarven Resilience  ♦  Dwarven Toughness  ♦  Eagle Heart  ♦  Eldritch Invocations  ♦  Elk Heart  ♦  Evocation Savant  ♦  Expertise  ♦  Extra Attack  ♦  Fast Hands  ♦  Fast Movement  ♦  Favored Enemy  ♦  Fey Ancestry  ♦  Fiendish Vigor  ♦  Fighting Style  ♦  Fleet of Foot  ♦  Font of Inspiration  ♦  Giant Killer  ♦  Gnome Cunning  ♦  Greatsword Proficiency  ♦  Hand Crossbow Proficiency  ♦  Handaxe Proficiency  ♦  Heavy Armour Proficiency  ♦  Hellish Resistance  ♦  Horde Breaker  ♦  Hunter's Prey  ♦  Improved Bardic Inspiration  ♦  Improved Warlock Spell Slot  ♦  Intelligence Saving Throw Proficiency  ♦  Jack of all Trades  ♦  Javelin Proficiency  ♦  Keen Senses  ♦  Keeper of the Veil  ♦  Level 3 Spell Slots Unlocked  ♦  Light Armour Proficiency  ♦  Light Crossbow Proficiency  ♦  Light Hammer Proficiency  ♦  Longbow Proficiency  ♦  Longsword Proficiency  ♦  Lucky  ♦  Mace Proficiency  ♦  Mage Breaker  ♦  Mage Hand Legerdemain  ♦  Martial Archetypes  ♦  Martial Weapon Proficiency  ♦  Mask of Many Faces  ♦  Mask of the Wild  ♦  Medium Armour Proficiency  ♦  Menacing Attack  ♦  Metamagic: Careful Spell  ♦  Metamagic: Distant Spell  ♦  Metamagic: Extended Spell  ♦  Metamagic: Heightened Spell  ♦  Metamagic: Quickened Spell  ♦  Metamagic: Subtle Spell  ♦  Metamagic: Twinned Spell  ♦  Mortal Reminder  ♦  Musical Instrument Proficiency  ♦  Natural Explorer  ♦  Naturally Stealthy  ♦  One with Shadows (Feature)  ♦  Pact of the Chain  ♦  Protection  ♦  Pushing Attack  ♦  Quarterstaff Proficiency  ♦  Rage  ♦  Rage: Bear Heart  ♦  Rage: Eagle Heart  ♦  Rage: Elk Heart  ♦  Rage: Tiger Heart  ♦  Rage: Wolf Heart  ♦  Ranger Knight  ♦  Rapier Proficiency  ♦  Repelling Blast  ♦  Riposte  ♦  Sanctified Stalker  ♦  Scimitar Proficiency  ♦  Sculpt Spells  ♦  Second Wind  ♦  Second-Story Work  ♦  Shield Proficiency  ♦  Shortbow Proficiency  ♦  Shortsword Proficiency  ♦  Sickle Proficiency  ♦  Sign of III Omen  ♦  Sign of ill Omen  ♦  Simple Weapon Proficiency  ♦  Sling Proficiency  ♦  Spear Proficiency  ♦  Spell Slots Unlocked  ♦  Stone Camouflage  ♦  Strength Saving Throw Proficiency  ♦  Strongheart Resilience  ♦  Superior Darkvision  ♦  Superiority Dice  ♦  Tadpole Power  ♦  Thief of Five Fates  ♦  Tides of Chaos  ♦  Tiger Heart  ♦  Two-Weapon Fighting Style  ♦  Unarmored Defense  ♦  Unarmoured Defense  ♦  Uncanny Dodge  ♦  Urban Tracker  ♦  Warding Flare  ♦  Warhammer Proficiency  ♦  Warlock Spell Slot Gained  ♦  Warlock Spell Slots  ♦  Wasteland Wanderer: Cold  ♦  Wasteland Wanderer: Fire  ♦  Wasteland Wanderer: Poison  ♦  Wild Magic (Feature)  ♦  Wild Shape  ♦  Wisdom Saving Throw Proficiency  ♦  Wolf Heart



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    • Anonymous

      Turns out this fighting style is way better in bg3 than in 5e, especially for paladins.
      In 5e, the ruling is that ONLY damage from the weapon itself could get rerolls.
      In bg3 however, it rerolls weapon dice, but ALSO dice from effects like enlarge, ever-burning blade, poison, and most of all: SMITES!!

      • Anonymous

        I rolled a 3 on damage with a great sword for total damage roll. Which should be a minimum of 6 with this perk, I think the multiple dice rolls aren’t being calculated properly at the moment.

        • Anonymous

          1d6 = {1, 2, 3, 4, 5, 6}
          E(x) = (1+2+3+4+5+6) / 6 = 3.5

          1. Before taking GWF
          Greatsword 2d6 = 2 × E(x) = 7

          2. After taking GWF
          {1,2} → GWF applied → reroll and MUST use the NEW ROLL → {1,2,3,4,5,6}
          {3,4,5,6} → GWF not applied

          E(x) = 1/3 × {(1+2+3+4+5+6)/6} + 2/3 × {(3+4+5+6)/4} = 1.166 + 3 = 4.166

          Greatsword 2d6 = 2 × E(x) = 8.332

          • Anonymous

            For anyone wanting some math for this perk here it is.


            2d6 = 2(3.5) = 7 avg dmg a greatsword
            .667(4.5)+.333(3.5) = 4.16 two thirds of the time the perk doesn't proc, which gives avg dmg of 4.5 (3+4+5+6 / 4) and one third of the time the perk procs and we reroll
            so it does normal dmg. This mean 1d6 average with this perk is 4.16
            2*4.16 = 8.3 2d6 average is 8.3, over a point higher than without this perk


            1d12 = 6.5 Greathammers and Greataxes uses 1d12
            .8333(7.5)+.1667(6.5) = 7.333 Using similar math to above, the average with this perk is 7.333, which is less than one point


            So as the math shows, this perk does more if you are using a greatsword. and either way the damage increase is relatively minor. It's probably the best lvl 2 pickup if you're playing a fighter with a great weapon, but it's not bad to take the extra armor feat instead.

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