Hunting Shortbow
The Hunting Shortbow is an uncommon ranged weapon with a +1 enchantment, a monstrosity-focused attack advantage, and a free casting of Hunter's Mark once per long rest.
Key Takeaways
The Hunting Shortbow is an uncommon +1 ranged weapon whose value comes from matchup-specific accuracy and built-in access to Hunter’s Mark.
A +1 two-handed shortbow
It is an uncommon, two-handed ranged weapon with a +1 weapon enchantment, making its baseline identity straightforward before its unique effects are considered.
Advantage against monstrosities
Its Feller of Monsters passive grants Advantage on attack rolls against monstrosity-type enemies, so its strongest accuracy benefit depends on the target’s creature type.
Built-in Hunter’s Mark
The bow lets its wielder cast Hunter’s Mark once per long rest without spending a spell slot; while the mark is active, successful hits against the marked target gain the spell’s additional 1d6 slashing damage.
Act 1 merchant availability
It can be acquired from Dammon in the Emerald Grove during Act 1, making it an early-access option when that merchant and location are available.
Best when its effects matter
Compared with a conventional shortbow, the Hunting Shortbow’s defining advantages are its monstrosity-focused Advantage and free Hunter’s Mark access; outside those benefits, its appeal rests mainly on its +1 enchantment.
Overview
Hunting Shortbow is an uncommon ranged weapon in Baldur’s Gate 3, distinguished by a bonus against monstrosity-type enemies and a limited, spell-slot-free use of Hunter’s Mark.
The Hunting Shortbow is a two-handed shortbow with a +1 enchantment, intended as an early-game ranged option rather than a legendary or build-defining weapon. Its Feller of Monsters passive grants Advantage on attack rolls against monstrosities while the bow is equipped, giving it a specific matchup instead of a universally active damage effect. It also lets its wielder cast Hunter’s Mark once per long rest without spending a spell slot. Dammon can offer it in the Emerald Grove during Act 1, making it an accessible choice for characters who want reliable ranged attacks and a situational advantage against monster-type foes.
Statistics
This game publishes dice damage rather than 0–100 bars, so the verified damage, enchantment, weight and value are listed instead. Taken from the project's verified weapons database, not from generated text.
- Base Damage1d6+1
- Damage TypePiercing
- Enchantment+1
- RarityUncommon
- Weight0.9 kg
- Value65 gp
- Entry TypeNamed / special
Figures verified against Consolidated Game Weapons Database.
Compared to similar piercing weapons
| Weapon | Base Damage | Damage Type | Enchantment | Weight | Value |
|---|---|---|---|---|---|
| Hunting Shortbow | 1d6+1 | Piercing | +1 | 0.9 kg | 65 gp |
| Duellist's Prerogative | 1d8+3 | Piercing | +3 | 0.9 kg | 1300 gp |
| Crimson Mischief | 1d6+2 | Piercing | +2 | 0.9 kg | 640 gp |
| Knife of the Undermountain King | 1d6+2 | Piercing | +2 | 0.9 kg | 480 gp |
| Sword of Life Stealing | 1d6+2 | Piercing | +2 | 0.9 kg | 480 gp |
Damage is the dice expression; weight and value are the game’s own figures. From Consolidated Game Weapons Database.
How to Obtain
- Reach Dammon in the Emerald Grove during Act 1 and have sufficient currency for the purchase. No DLC or NG+ requirement is established. The available evidence does not verify a missable flag or one-per-playthrough limit.
- 01During Act 1, travel to the Emerald Grove and speak with the merchant Dammon. Check his trade inventory and purchase the Hunting Shortbow when it is offered; the recorded acquisition route identifies Dammon as the vendor rather than a quest, boss, or enemy-drop reward.
Availability
Availability is tied to Dammon's Act 1 vendor presence; no price is stated here.
Mechanics and Handling
Despite the melee classification supplied for this page, the Hunting Shortbow functions as a ranged weapon in Baldur's Gate 3. Its distinctive handling comes from its passive effects rather than a separate attack pattern, charge mechanic, blocking option, or weapon-specific resource system. Equip it in a ranged weapon slot to keep its passive benefits active.
Advantage Against Monstrosities
Feller of Monsters grants the wielder Advantage on attack rolls against monstrosity-type enemies while the bow remains equipped in a ranged weapon slot. This is a conditional accuracy benefit, so it matters most when the target qualifies as a monstrosity; it does not provide the same benefit against other creature types.
Hunter’s Mark Casting
The bow allows its wielder to cast Hunter's Mark once per long rest without spending a spell slot. While Hunter's Mark is active, successful hits against the marked target deal an additional 1d6 slashing damage. The effect is therefore most relevant for characters who can maintain attacks against one marked target, while the bow's monstrosity advantage is a separate passive condition.
Strengths, Weaknesses and Best Uses
Strengths
- Feller of Monsters grants Advantage on attack rolls against monstrosity-type enemies, improving hit reliability in those encounters.
- Hunter's Mark can be cast once per Long Rest without spending a spell slot; while active, successful hits gain an additional 1d6 slashing damage.
- Its +1 weapon enchantment supports reliable ranged attacks while the bow remains equipped in the ranged weapon slot.
Weaknesses
- The Advantage from Feller of Monsters is matchup-specific and provides no benefit against enemies outside the monstrosity type.
- Hunter's Mark is limited to one free cast per Long Rest, and its extra damage depends on maintaining the mark and landing attacks.
- As an uncommon shortbow, it offers a narrower long-term incentive than named bows with broader passive effects or stronger progression options.
Best uses
- Act 1 ranged characters who expect to fight monstrosities and want a targeted accuracy advantage.
- Early-game attacks against marked targets, where repeated successful hits can trigger the additional 1d6 damage.
- A temporary ranged-slot choice for characters who can exploit Hunter's Mark without spending one of their regular spell slots.
Compared With Similar Weapons
| Weapon | Class and damage profile | Enchantment | Distinctive effect | Best fit |
|---|---|---|---|---|
| Hunting Shortbow | +1 | Advantage against monstrosities; Hunter's Mark once per Long Rest | Early-Act 1 ranged characters facing monstrosities | — |
| Bow of Awareness | +1 | Improves initiative | Characters prioritising earlier turn order over combat passives | — |
| Darkfire Shortbow | +2 | Fire and cold resistance; Haste once per Long Rest | Ranged builds seeking stronger general-purpose utility | — |
| Titanstring Bow | +1 | Adds the wielder's Strength modifier to weapon damage | Strength-based archers or characters combining ranged attacks with high Strength | — |