Great Weapon Fighting

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
Action Surge  ♦  Agonizing Blast  ♦  Arcane Ward  ♦  Archery  ♦  Armour of Shadows  ♦  Base Racial Speed  ♦  Battleaxe Proficiency  ♦  Beast Speech  ♦  Beast Tamer  ♦  Beguiling Influence  ♦  Bounty Hunter  ♦  Channel Divinity Charges  ♦  Charisma Saving Throw Proficiency  ♦  Club Proficiency  ♦  Colossus Slayer  ♦  Combat Wild Shape  ♦  Constitution Saving Throw Proficiency  ♦  Dagger Proficiency  ♦  Dark One's Blessing  ♦  Darkvision  ♦  Dart Proficiency  ♦  Defense  ♦  Devil's Sight  ♦  Dexterity Saving Throw Proficiency  ♦  Disciple of Life  ♦  Domain Spells  ♦  Dueling  ♦  Dwarven Resilience  ♦  Dwarven Toughness  ♦  Extra Attack  ♦  Fast Hands  ♦  Fey Ancestry  ♦  Fiendish Vigor  ♦  Fighting Style  ♦  Fleet of Foot  ♦  Giant Killer  ♦  Greatsword Proficiency  ♦  Hand Crossbow Proficiency  ♦  Handaxe Proficiency  ♦  Heavy Armour Proficiency  ♦  Hellish Resistance  ♦  Horde Breaker  ♦  Hunter's Prey  ♦  Improved Warlock Spell Slot  ♦  Intelligence Saving Throw Proficiency  ♦  Javelin Proficiency  ♦  Keen Senses  ♦  Keeper of the Veil  ♦  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  ♦  Naturally Stealthy  ♦  Pact of the Chain  ♦  Protection  ♦  Pushing Attack  ♦  Quarterstaff Proficiency  ♦  Rally  ♦  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  ♦  Simple Weapon Proficiency  ♦  Sling Proficiency  ♦  Spear Proficiency  ♦  Spell Slots Unlocked  ♦  Strength Saving Throw Proficiency  ♦  Strongheart Resilience  ♦  Superior Darkvision  ♦  Superiority Dice  ♦  Superiority Dice: 4  ♦  Thief of Five Fates  ♦  Two-Weapon Fighting Style  ♦  Urban Tracker  ♦  Warding Flare  ♦  Warhammer Proficiency  ♦  Warlock Spell Slot Gained  ♦  Warlock Spell Slots  ♦  Wasteland Wanderer: Cold  ♦  Wasteland Wanderer: Fire  ♦  Wasteland Wanderer: Poison  ♦  Wild Shape  ♦  Wisdom Saving Throw Proficiency



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    • Anonymous

      11 Nov 2020 13:53  

      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

        29 Oct 2020 03:28  

        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

          17 Oct 2020 20:05  

          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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