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Wearne

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Fist Wearne is a human ranger and a member of the Flaming Fist. He can be found in Rivington in Act Three.
I've got my eye on you. And them over there, too. I don't miss a thing.
Wearne

Involvement[edit section | visual editor]

Wearne is stationed together with Fist KepsoFist Kepso and Fist SilenaFist Silena just outside the South Span Checkpoint. They form the first line of guard, preventing refugees from entering Baldur's Gate through Wyrm's Crossing. While Silena and Kepso are arguing with several refugees who beg to let them in, Wearne walks back and forth across the path leading to the checkpoint and does not take part in the conversation.

Unlike most other Fists at the checkpoint, Wearne does not express his opinion on the presence of refugees if spoken to, being keen on carrying on his duties.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Spend 6 m (20 ft) of your movement. For the rest of your turn, roll ranged damage twice and use the highest result.

Damage: 7~21
1d10 + 5PiercingPiercing
+ 1d6PiercingPiercing

Your attack summons thorny vines that possibly EnsnareEnsnare your target.

Ensnared creatures cannot move and take 1d6PiercingPiercing damage at the start of each turn. An ally can use their HelpHelp action to try and tear away the vines.

Piercing ShotPiercing Shot (Action)   –  Heavy Crossbow
Damage: 6~15
1d10 + 5PiercingPiercing

Deal regular damage and possibly inflict Gaping WoundsGaping Wounds which cause extra damage on attacks.

Undead and constructs can't receive Gaping Wounds.

Ranged AttackRanged Attack (Action)   –  Heavy Crossbow
Damage: 6~15
1d10 + 5PiercingPiercing
Make a ranged attack with your equipped weapon.
VolleyVolley (Action)   –  Heavy Crossbow
Damage: 6~15
1d10 + 5PiercingPiercing
Fire a cascade of magical broadheads and bodkin arrows upon nearby foes.

Notable loot[edit section | visual editor]