Weaponminor

Pike

The Pike is a two-handed martial melee weapon in Baldur's Gate 3 that deals piercing damage and combines reach with the Heavy property.

Importance
minor
Damage
1d10 piercing
Range
Melee; Reach
P
Baldur's Gate 3 · weapon
01

Key Takeaways

The Pike is a martial polearm built around reach and two-handed piercing attacks rather than a special item effect.

01

Reach-focused polearm

Its defining properties are Reach, Heavy, and Two-Handed, allowing it to threaten targets from farther away than ordinary melee weapons while preventing shield use.

02

Martial proficiency matters

The Pike is a martial melee weapon. Characters without martial-weapon proficiency should not treat it as an equivalent option to simple weapons, even though it has no ordinary Strength or Dexterity minimum requirement.

03

Piercing damage with a 1d10 base die

Its base weapon damage is 1d10 piercing before ability modifiers, enchantment, and other conditional effects are applied.

04

Reach comes with positioning limits

The Pike suits characters who can maintain spacing and exploit polearm range, but its Heavy and Two-Handed properties make it a poor fit for a shield-and-weapon setup and can penalize Small or Tiny wielders.

05

A straightforward alternative to other reach weapons

Compared with other martial reach polearms such as the Glaive and Halberd, the Pike occupies the same broad two-handed role; its choice depends more on available properties, effects, and acquisition timing than on reach alone.

02

Overview

Pike is a standard martial melee weapon in Baldur’s Gate 3, defined by two-handed use, piercing attacks, and extended reach.

Rather than being a named, iconic, or legendary weapon, the Pike is a conventional polearm for characters proficient with martial weapons. Its identity comes from how it controls space, not from a unique passive or story association.

The Pike’s two-handed configuration commits the wielder to a dedicated melee role, while its Reach property allows attacks from farther away than ordinary close-range weapons. That spacing can help a character attack around allies or maintain distance from some threats.

It occupies the straightforward end of the polearm roster: a practical option when reach is more important than carrying a shield or using a weapon with a distinctive named effect. Its value therefore depends on positioning and character proficiency rather than rarity.

This overview concerns the standard Pike available in the base Baldur’s Gate 3 ruleset, not a similarly named story item, temporary weapon, or player-created build variant. Its other properties, acquisition details, and numerical damage belong in their dedicated sections.

03

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 Damage
    1d10
  • Damage Type
    Piercing
  • Rarity
    Common
  • Weight
    8.1 kg
  • Value
    20 gp
  • Entry Type
    Standard / enhancement variant

Figures verified against Consolidated Game Weapons Database.

04

Compared to similar piercing weapons

WeaponBase DamageDamage TypeEnchantmentWeightValue
Pike1d10Piercing—8.1 kg20 gp
Harold1d10+1Piercing+18.1 kg380 gp
Gandrel's Aspiration1d10+1Piercing+18.1 kg130 gp
Fabricated Arbalest1d10+2Piercing+28.1 kg960 gp
Githyanki Crossbow1d10+1Piercing+18.1 kg85 gp

Damage is the dice expression; weight and value are the game’s own figures. From Consolidated Game Weapons Database.

05

How to Obtain

Before you start
  • Act 1 access to the relevant merchant location.
  • The merchant must be alive and accessible; Emerald Grove and goblin-related merchant availability can change with story choices.
  1. 01Purchase a Pike from Dammon in the Hollow of the Emerald Grove during Act 1, if it appears in his merchant inventory. Merchant stock can vary, so inspect his weapon listings directly.
  2. 02If Dammon does not offer one or is unavailable, check other Act 1 martial-weapon merchants, including Grat the Trader in the Goblin Camp and Roah Moonglow in the Shattered Sanctum. The Pike is a common weapon rather than a quest-exclusive reward.
06

Mechanics and Handling

The Pike is a two-handed polearm whose handling is defined by the Reach property rather than by a special resource system. Its melee attacks can target creatures at greater distance than ordinary non-reach melee weapons, making spacing important: it can threaten an approach while reducing the need to stand directly beside the target. Reach does not turn the Pike into a ranged weapon, and attacks still use normal melee attack resolution.

As a Heavy weapon, the Pike is a poor fit for a Small wielder because Heavy weapons impose disadvantage for that creature size. The weapon is not Finesse or Versatile, so it does not provide the usual Dexterity-based weapon option and cannot be freely switched between one- and two-handed use. It has no ammunition, reload, durability, or return behaviour. Its ordinary attacks deal piercing damage; any additional damage, status effect, or conditional rider must come from the wielder, equipment, spells, or other effects rather than from a universal Pike mechanic.

Polearm Reach and Positioning

The Pike rewards keeping a target at the edge of melee range. That spacing can be useful for a character who wants to attack without sharing the same immediate position as an enemy, but Reach is still limited to melee targeting and does not replace movement or ranged attacks. The weapon's two-handed requirement also prevents pairing it with a shield or another off-hand item while equipped.

07

Strengths, Weaknesses and Best Uses

Strengths

  • Reach lets the wielder make melee attacks and opportunity attacks from farther away than standard non-reach weapons, improving lane control.
  • Its two-handed pike profile uses a larger base damage die than many one-handed martial weapons, while keeping the weapon focused on straightforward melee attacks.
  • As a martial weapon, it suits characters who already have martial-weapon proficiency and want a conventional polearm rather than a special-effect item.

Weaknesses

  • The two-handed property prevents using a shield or another weapon in the off hand.
  • It lacks Finesse, so it normally relies on Strength rather than Dexterity for attack and damage rolls.
  • Its value is concentrated in reach and basic weapon damage; characters seeking defensive bonuses, spell effects, or a distinctive passive may prefer a named alternative.

Best uses

  • A Strength-oriented front-line character that wants to threaten approach routes and punish movement with opportunity attacks.
  • A martial party member who can spare both hands and benefits more from extended melee positioning than from shield protection.
  • Early or straightforward weapon progression when reliable reach matters more than a unique weapon action or passive.
08

Compared With Similar Weapons

Compared With Similar Weapons
WeaponBase damageKey propertiesRole distinction
HalberdReach; Two-HandedSame reach-focused two-handed role, but deals slashing damage instead of piercing.—
GlaiveReach; Two-HandedA close same-role alternative with the same damage die and a different damage type.—
TridentThrown; VersatileMore flexible for throwing or one-handed use, but gives up the Pike's two-handed reach profile.—