Sickle +2
Sickle +2 is the rare Wavemother's Sickle, a one-handed simple weapon that adds cold damage and gains an advantage against Wet creatures.
Key Takeaways
The Sickle +2 is the rare Wavemother’s Sickle, a late-game magical sickle built around cold damage and Wet-target accuracy rather than a larger weapon die.
Identity
Wavemother’s Sickle is a one-handed Simple weapon with a +2 enchantment, giving it a clear accuracy and damage advantage over ordinary sickles and +1 versions.
Damage profile
Its attack deals 1d4+2 slashing damage plus 1d4 cold damage. The original dice remain important: the enchantment and cold rider are separate from the sickle’s base weapon die.
Defining mechanic
Watery Guidance grants Advantage on attack rolls against creatures that are Wet, making the sickle especially relevant when the party can reliably apply or maintain the Wet condition.
Availability
This weapon is generally obtained in Act 3, so it is primarily a late-game option rather than an early sickle upgrade.
Main limitation
The sickle retains a 1d4 base weapon die, so its appeal depends more on the cold damage and Wet interaction than on exceptional base slashing damage.
Comparison point
Compared with the Sussur Sickle or Sickle of BOOOAL, Wavemother’s Sickle emphasizes enchanted damage and Wet-dependent accuracy rather than those weapons’ distinct special effects.
Overview
Sickle +2 is the item entry for Wavemother's Sickle, a rare magical sickle in Baldur's Gate 3. It is a one-handed Simple melee weapon whose defining advantage is conditional: it becomes especially effective against Wet creatures.
Rather than representing a separate generic upgrade tier, Sickle +2 identifies this named weapon's enchantment level. Wavemother's Sickle combines the normal close-range role of a sickle with additional cold damage and the Watery Guidance feature. That feature gives its wielder Advantage on attack rolls against creatures that are Wet, making the weapon most distinctive when the party can create or exploit that condition.
The weapon occupies a late-progression role because it is normally acquired during Act 3. Its value is therefore less about replacing an early sickle immediately and more about offering a specialized magical option once named weapons and conditional effects are competing for equipment slots. The +2 enchantment improves its attack and damage rolls, while Watery Guidance supplies its main tactical distinction rather than a universal benefit.
Sickle +2 is most relevant to characters who already use sickles, support a dual-wielding setup, or can reliably arrange the Wet condition. It is not interchangeable with every other named sickle: Sussur Sickle is associated with silencing targets, while Sickle of BOOOAL occupies a different specialized niche. Those alternatives should be evaluated by their effects and acquisition context, not by the shared weapon class alone.
How to Obtain
- Act 3 access and entry to the Lower City.
- Access to Allandra Grey’s vendor inventory at the Water Queen’s House.
- Sufficient currency to complete the purchase; the exact price is not established here.
- 01In Act 3, travel to the Water Queen’s House in the Lower City. This is the location associated with the Wavemother’s Sickle, the item represented by Sickle +2 in Baldur’s Gate 3.
- 02Speak with Allandra Grey, the Waveservant at the Water Queen’s House, and inspect her trade inventory. Purchase the Wavemother’s Sickle from her; this is a vendor acquisition, not a random enemy drop or boss reward.
- 03The documented route identifies the sickle as available from Allandra Grey during Act 3. The available evidence does not establish a separate quest prerequisite, missable flag, one-per-playthrough limit, alternate recovery route, DLC requirement, or NG+ gate.
Availability
Requires Act 3 progression
The Sickle +2 is represented by the rare Wavemother's Sickle. No separate DLC, difficulty, or NG+ availability condition is established here.
Mechanics and Handling
The Sickle +2 is a close-range weapon whose main distinction is not a different attack pattern, but the combination of an enchantment bonus, a cold damage rider, and Watery Guidance. Its ordinary melee attacks still use the sickle’s short-reach, one-handed handling, so positioning matters more than it would with a weapon that has Reach. The +2 enchantment improves both attack rolls and the weapon’s damage roll; it does not replace the separate cold component with a larger physical damage die.
Watery Guidance and Wet targets
Watery Guidance grants Advantage on attack rolls against creatures that have the Wet condition. This makes the sickle most mechanically distinctive when another character, spell, surface, or item effect can reliably apply Wet before the attack. Advantage improves the chance of connecting; it is not itself an additional damage multiplier, and the condition must be present when the attack roll is made. The weapon therefore rewards coordinated setup rather than providing its full benefit against every target.
Melee handling and weapon actions
The weapon is used for ordinary one-handed melee attacks and can be held in the main hand or an appropriate off-hand setup. Its short reach encourages attacks from adjacent position and makes movement or target selection important when the wielder is trying to exploit Wet-based Advantage. As a sickle, it supports the weapon’s standard close-range action pattern rather than introducing a separate charge, thrown, recall, or ranged attack mode. Where the weapon’s available weapon actions are used, their result is still resolved through the wielder’s normal melee attack interaction; the item’s defining extra effect remains Watery Guidance.
Damage rider and resource behaviour
Each successful weapon attack carries the sickle’s slashing damage together with its additional cold damage as specified by the item’s statistics. The cold rider is part of the weapon’s attack output, not ammunition that must be equipped or replenished. The Sickle +2 has no reload, magazine, durability, or consumable-resource cycle described for handling: it can be used repeatedly in combat without maintenance between attacks. Its practical limitation is therefore access to melee range and the availability of Wet targets, not resource conservation.
Strengths, Weaknesses and Best Uses
Strengths
- The +2 enchantment improves both attack rolls and weapon damage, making the Sickle +2 more reliable than nonmagical and +1 sickles.
- Its 1d4 cold rider adds damage on every hit rather than relying on a separate action or resource.
- Watery Guidance grants Advantage against Wet creatures, improving hit reliability when the party can consistently create or maintain the Wet condition.
- As a one-handed simple weapon, it can fit characters who lack Martial Weapon proficiency while leaving the other hand available.
Weaknesses
- The sickle's 1d4 slashing weapon die is modest, so the weapon is less attractive when its cold rider or enchantment does not offset a stronger alternative's base damage.
- Watery Guidance is conditional: without a Wet target, it provides no attack-roll advantage.
- Its value depends on having a practical way to apply Wet, making it less consistent for parties that do not use water-based effects or setup.
- A rare Act 3 weapon competes with other late-game one-handed weapons that may offer stronger class-specific actions or broader unconditional effects.
Best uses
- Use it against Wet targets when the party can deliberately create that condition, especially for attacks where Advantage materially improves hit reliability.
- Equip it as a late-game one-handed option for a simple-weapon user who wants an enchantment bonus and recurring cold damage without relying on Martial Weapon proficiency.
- Consider it for a dual-wielding setup when the character can exploit repeated weapon attacks and the party already supplies Wet-condition support.
Compared With Similar Weapons
| Weapon | Role / class | Distinctive effect | Best fit |
|---|---|---|---|
| Sickle +2 (Wavemother's Sickle) | Adds cold damage; grants Advantage on attack rolls against Wet creatures; +2 to attack and damage rolls | A melee build that can create or exploit the Wet condition | — |
| Sussur Sickle | Can silence targets | A character prioritising target-control utility over the Sickle +2's Wet interaction | — |
| Sickle of BOOOAL | Distinctive named-weapon alternative; specific effect not established here | A player seeking a different sickle identity or associated content | — |
| Base or +1 sickle | Lacks the Sickle +2's documented cold damage and Wet-target Advantage | Early or fallback use when the named Act 3 weapon is unavailable | — |