Improvised Melee WeaponActions Pick up an item or creature and use it to make a melee attack. Your Strength affects how much weight you can lift. Heavier items deal more damage. |
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Improvised Melee Weapon is a Class Action in Baldur's Gate 3. Actions can be used in both exploration and combat to maneuver across the battlefield or to harm or aid Characters. The actions that a Character can perform are based on their Class and Equipment.
Improvised Melee Weapon Information
- Pick up an item or creature and use it to make a melee attack. Your Strength affects how much weight you can lift. Heavier items deal more damage.
- Type: Class Action
- Range: Melee
How to unlock Improvised Melee Weapon
Improvised Melee Weapon can be unlocked by the following classes:
- N/A
Improvised Melee Weapon Tips & Notes
- As of version 4.1.1, the maximum weight a character can throw is Σ (0.4n - 0.2), where n is the character's strength score, in kg.
- At 20 strength, a 80kg object or creature can be thrown; a human is 75kg for reference. A 19 strength (72.2kg) character cannot throw a human.
- At 14 strength, a 39.2kg object or creature can be thrown; a goblin is 35kg for reference.
- As of version 4.1.1, size doesn't affect whom can be thrown. A 20 strength halfling can throw a human.
- Notes & Tips go here
- Anonymous
Note, when picking up enemies. It uses your athletic vs their athletic or acrobatics.
So a Rogue and bard who gets expertise has a higher success rate.
Being used as a weapon does 1d4 blunt damage.
- Anonymous
This is funny as heck. But limited in usefulness.
Like, picking up an enemy and suplexing them into another is great fun. But the damage doesn't seem to be there. Even with Rage and Tavern Brawler I was only doing 2d4 + 2 damage as for some reason I never got STR modifier to damage. (With the target used as a weapon only taking 1d4 damage). This can be buffed with an extra 1d4 with Gloves of Uninhibited Kushigo but without the flat 10+ damage from STR modifier the damage will always be anemic compared to smacking with weapons or unarmed attacks (Or just throwing)
To make things worse, is smacking enemies into enemies requires multiple rolls to even perform as you need the Athletics Check to pick them up, then Attack Roll, then another Atheltics Check, which even with Tavern Brawler can result in a lot of whiffs with enemies falling out of your hands unharmed.
Still, there is some use to it for damage purposes as it can be easier than Shoving or Throwing to put enemies back into persistent AoE effects like Cloud of Daggers or Moonbeam (You can also carry an enemy through something like Wall of Fire provided your character can mitigate the damage). Also as IMW is a standard action, you can pick someone up, slam them down next to a cliff and then Shove them off the edge (Ideal for locations where it won't let you target a throw into a chasm or something)
- Anonymous
I wonder if you can do tons of damage with it using unarmed.
Slamming people around looks fun af
- Anonymous
Keep a spare Goblin in your backpack to bodyslam into enemies, doors, walls, anything you want to destroy. Plays nice with Tavern Brawler.
- Anonymous
The best thing about improvised weapon attack is that it basically works as grappling. With 20 STR, you click on a human enemy, then anywhere in your reach and the character grabs and carries the opponent to the target spor , then slams a creature into the ground. Afterwards, an athletics skill check is made and if successful, your enemy falls prone and takes damage.
- Anonymous
I did some testing and as of right now, improvised weapon damage is defaulted at 1d4, and at 11kg and onwards it upgrades into 2d4. But the damage dice never grows past that, and the damage does not scale with strength as of right now. (haven't tested with tavern brawler feat). But this really seems bugged to me
- Anonymous
Avoid using empty barrels and crates thrybdo barely any damage
- Anonymous
I could think of some use for this. If you were, for example, open hand tavern brawler, and threw a returning weapon at an enemy for some reason. This would cause the returning weapon to become equipped. Switching weapons costs an action. Now, if you were to pick something else and use it as a weapon, this would unequip the returning weapon and allow you to attack with it in one single action. Using another action, you could throw it away and continue unarmed.
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