A legendary hero on a quest to prevent the Illithid’s Grand Design — or a legendary villain wishing to take it over — needs a similar weapon to wield as they vanquish their enemies. Luckily,Baldur’s Gate 3has several legendary items, and 13 of those items are weapons.
We’ll look at them and rank their versatility and raw power in the right hands. Keep in mind that the number one pick may still not be the best weapon for your character or build, while lower entries might be the perfect fit for you.

You can always hand the other options to your companions so they can be as powerful as you.
12Orphic Hammer
Essentially, this is just a warhammer — which is not a bad weapon, but it doesn’t have much more going for it. It’s a +3 warhammer, causing an average damage of eight to nine, depending on whether you use one hand or both.
Orphic Hammer
It gives you an advantage on Saving Throws against spells, and it has attacks that can knock prone, daze, or give the enemy a weak grip. This weapon is only worth getting due to plot reasons, however.
11Devotee’s Mace
Do you need healing? This +3 mace has an additional d8 radiant damage on its attacks, which is a nice boost to your damage. But it also has a feature that can be used once per long rest, called Healing Incense Aura.
Devotee’s Mace
When activated, you and nearby allies will heal a d4 hit points at the start of your turn, and that effect will stay for ten turns.
10Shar’s Spear Of Evening And Selûne’s Spear Of Night
Technically, it’s the same weapon; it will change depending on how you handle the Nightsong. They are both a +3 spear. The differences are the features.
Selûne’s Spear is the weaker one, but it’s still good. It gives you Darkvision in case you don’t have it, an advantage on Wisdom Saving Throws and Perception rolls, and two features, Moonbeam and a unique one called Moonmote, which will debuff enemies and give you extra radiant damage.

Shar’s Spear is the stronger one. It’ll give you an advantage on Saving Throws while in a dark area, make you immune to being Blinded, and let you cast Darkness, which makes all these features combo well with one another.
9The Blood Of Lathander
While technically a weak weapon, The Blood of Lathander can save you in tight situations, being worthy of a weapon plus shield character or leaving it to your supportcharacter like Shadowheart.It’s a +3 mace that lets you cast Sunbeam once per long rest.
The Blood of Lathander
It also illuminates the area around you, and this light may blind undead or fiend enemies, making hitting them a lot easier. Lastly, if your health drops to zero, you’ll heal yourself for 2d6 and nearby allies for 1d6 hit points. That can only happen once per long rest.
8Duellist’s Prerogative
A +3 rapier with an additional d4 of necrotic damage,Duellist’s Prerogativedecreases the number you need to roll on critical hits by one if your off-hand is empty. It also gives you an additional reaction per turn, useful for Riposte, Sentinel, or opportunity attacks in general.
Still, you can use your reaction to cause additional damage on your strikes. This damage will be equal to your proficiency bonus, and it’ll be necrotic damage. Lastly, it gives you a feature called Challenge to Duel, which inflicts the Bleeding condition.

7Crimson Mischief
Crimson Mischiefhas many effects, and some only trigger when the weapon is on your main hand, while others only on your off-hand. First, this +2 Shortsword also has an extra d4 necrotic damage and deals an additional d4 piercing damage when the target is at 50 percent health or less. That happens regardless of what hand you’re using.
For your main hand, you cause extra piercing damage when hitting someone at an advantage. For the off-hand, you get your ability score modifier on the damage, in case you don’t have a Fighting Style that gives you that already.

6Bloodthirst
Just like Crimson Mischief, Bloodthirst’s effects change on whether it’s on your main hand or off-hand. This +2 dagger decreases the number you need to roll for a critical strike by one, and you make enemies vulnerable to piercing damage when you hit them with the dagger. Rogues are going to have a wonderful time here.
Bloodthirst
On your off-hand, it allows you to attack with your reaction when someone misses you on melee and activates True Strike, meaning your next attack against the opponent will be at an advantage. Lastly, wielding the weapon this way increases your armor class by one.
5Nyrulna
Though it doesn’t hurt enemies as well as other options here,Nyrulnagives range to melee characters, as well as an area of effect damage. It’s a +3 trident that causes additional d6thunder damageand illuminates the surrounding area.
When thrown, it causes a 6m area explosion that causes 3d4 Thunder damage, and it magically returns to your hand after being thrown. Enemies can’t disarm you, either.

4Silver Sword Of The Astral Plane
Though this +3 greatsword is powerful, it comes with a warning. If you’re not a Githyanki, it won’t be very useful —give it to Lae’zelif you’re not a Gith. In the hands of a Githyanki, it causes an extra d4 psychic damage.
Silver Sword of the Astral Plane
The Gith will also have an advantage on Wisdom, Intelligence, Charisma Saving Throws, and resistance to psychic damage, and they can’t be charmed. All those effects are a game changer.
3Gontr Mael
Unless you’re counting the trident,Gontr Maelis the only legendary ranged weapon. It’s a +3 Longbow that lets you cast Haste once per long rest, allowing you to attack more often or letting your melee companions do that for you.
It illuminates the area around you, and every time you hit someone, whoever attacks the same target next will have an advantage, causing the same effect as a Guiding Bolt.




