Sickle

Common Melee Weapon
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Sickle is one of the Simple Melee Weapons in Baldur's Gate 3. In BG3, each type of weapon has different ranges, damages, and other features (Finesse, Versatile, Dippable, etc).  Characters need to master certain Proficiency before using a weapon, and sometimes gain a special Actions while holding it.

 

A farming tool with a wicked edge, spilling blood and grain with equal ease.

 

Sickle Location & Where to Find

  • Location: Druid Grove
  • Quest:
  • Crafting:
  • Merchant:
  • Dropped by: Red Hats, Kuo Tua

 

 

Sickle Notes & Tips

  • Rarity: Common
  • Value: 20 Gp.
  • Weight: 1 Kg.
  • ID: WPN_Sickle

 

 

 

 

Weapons
Adamantine Longsword  ♦  Adamantine Mace  ♦  Adamantine Scimitar  ♦  Assassin's Touch  ♦  Battle-Worn Blade  ♦  Battleaxe  ♦  Battleaxe +1  ♦  Battleaxe +2  ♦  Blooded Greataxe  ♦  BOOOAL's Arms  ♦  Broken Club  ♦  Cleaver  ♦  Club  ♦  Club of Hill Giant Strength  ♦  Corellon's Grace  ♦  Creation's Echo  ♦  Crude Mace  ♦  Dagger  ♦  Dagger +1  ♦  Dart  ♦  Deep Delver  ♦  Doom Axe  ♦  Dragon's Grasp  ♦  Everburn Blade  ♦  Exterminator's Axe  ♦  Faithbreaker  ♦  Firestoker  ♦  Flail  ♦  Flail +1  ♦  Flail of Dread Skulls  ♦  Giantbreaker  ♦  Githyanki Crossbow  ♦  Githyanki Greatsword  ♦  Githyanki Longsword  ♦  Githyanki Shortsword  ♦  Glaive  ♦  Glaive +1  ♦  Glaive +2  ♦  Goblin Bow  ♦  Goblin Scimitar  ♦  Greataxe  ♦  Greataxe +1  ♦  Greataxe +2  ♦  Greatclub  ♦  Greatclub (Minotaur)  ♦  Greatclub +1  ♦  Greatclub +2  ♦  Greatsword  ♦  Greatsword +1  ♦  Greatsword +2  ♦  Halberd  ♦  Halberd +1  ♦  Halberd +2  ♦  Hamarhraft  ♦  Hand Crossbow  ♦  Hand Crossbow +1  ♦  Hand Crossbow +2  ♦  Handaxe  ♦  Handaxe +1  ♦  Heavy Crossbow  ♦  Heavy Crossbow +1  ♦  Heavy Crossbow +2  ♦  Heavy Spiked Club  ♦  Intransigent Warhammer  ♦  Jagged Spear  ♦  Javelin  ♦  Javelin +1  ♦  Javelin +2  ♦  Light Crossbow  ♦  Light Crossbow +1  ♦  Light Crossbow +2  ♦  Light Hammer  ♦  Light Hammer +1  ♦  Light Hammer +1 (Searing Smite)  ♦  Light Hammer +2  ♦  Light of Creation  ♦  Longbow  ♦  Longbow +1  ♦  Longbow +2  ♦  Longsword  ♦  Longsword +1  ♦  Longsword +2  ♦  Loviatar's Scourge  ♦  Mace  ♦  Mace +1  ♦  Mace +2  ♦  Makeshift Bow  ♦  Makeshift Crossbow  ♦  Maul  ♦  Maul +1  ♦  Maul +2  ♦  Merregon Halberd  ♦  Moon Lantern  ♦  Morningstar  ♦  Morningstar +1  ♦  Morningstar +2  ♦  Mourning Frost  ♦  Nature's Snare  ♦  Pale Oak  ♦  Paleoak  ♦  Phalar Aluve  ♦  Pickaxe  ♦  Pike  ♦  Pike +1  ♦  Pike +2  ♦  Pitchfork  ♦  Polished Dagger  ♦  Practice Sword  ♦  Quarterstaff  ♦  Quarterstaff +1  ♦  Quarterstaff +2  ♦  Rain Dancer  ♦  Rapier  ♦  Rapier +1  ♦  Rapier +2  ♦  Reinforced Greatsword  ♦  Ritual Axe  ♦  Ritual Dagger  ♦  Ritual Staff  ♦  Salami  ♦  Scimitar  ♦  Scimitar +1  ♦  Scimitar +2  ♦  Scrap Sword  ♦  Sharran Crossbow  ♦  Shattered Flail  ♦  Shortbow  ♦  Shortbow +1  ♦  Shortbow +2  ♦  Shortsword  ♦  Shortsword +1  ♦  Shortsword +2  ♦  Shortsword of First Blood  ♦  Sickle of BOOOAL  ♦  Skybreaker  ♦  Sling  ♦  Sorrow  ♦  Spear  ♦  Spear +1  ♦  Spear +2  ♦  Speedy Reply  ♦  Spellthief  ♦  Spiderstep Staff  ♦  Staff  ♦  Staff of Arcane Blessing  ♦  Staff of Crones  ♦  Steelforged Sword  ♦  Sussur Dagger  ♦  Sussur Greatsword  ♦  Sword of Justice  ♦  Sword of Screams  ♦  The Joltshooter  ♦  The Sparky Points  ♦  The Watcher's Guide  ♦  Torch  ♦  Trident  ♦  Trident +1  ♦  Trident +2  ♦  Twisting Branch  ♦  Vision of the Absolute  ♦  War Pick  ♦  War Pick +1  ♦  War Pick +2  ♦  Warhammer  ♦  Warhammer +1  ♦  Warhammer +2  ♦  Whipping Cane  ♦  Worgfang  ♦  Xyanyde

 




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    • Anonymous

      Redcap Sickles (Yes actual thing in D&D like other monsters only equipment) are supposed to be 2d4.
      Normal Sickle is 1d4.

      Due to early access status it was possibly added incorrectly or the Redcaps were planned to drop 2d4 Sickles. Don't expect to see any of them in the released state game.

      • Note that these are now 1d4 damage and no longer good. RIP my entire build.

        Drop chance from Redcaps seems to either be low or bugged at the moment. I cleared the Fetid Bog ones a few times without a single drop. I did however find a way to get 2 of these bad boys pretty easy and early in the game. Both are located in the Druid Grove.

        First Sickle is sitting on the ground where the druids are doing the ritual. I couldn't steal it because guards were always looking that direction. What you need to do is move it along the ground without trying to pick it up. This makes the closest actually take it back and have it in their bags. From there it can be bought for only 52 gold.

        Second Sickle can be stolen in Netties room relatively easily.

        • Need to figure out a good Str based theif build to deal 6d6+modifier every turn. Something like the +1 Str teifling for fire resist with Nature's vengeance neck would be great for an extra 3d4 per turn. Have Gale firebolt nearby for setup.

          • Anonymous

            The 2d4 sickles are the ones the redcaps drop, a 1d4 sickle can be found on a table in the druid's chambers next to the wounded bird. The redcap sickles don't work for making the masterwork weapon. I haven't yet tested it, but I assume a normal sickle will work for the masterwork weapon.

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