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Greatclubs

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Greatclubs Greatclubs are a type of two-handed simple melee weapon. The following are some base attributes common to most greatclubs, although special or magical variants may be significantly different. For the most common, nonmagical type of this weapon, see Greatclub. Further down below, you can find a list of all greatclubs in the game.

Properties

Damage
Details
 Two-Handed
 Melee: 1.5 m / 5  ft
Dippable Dippable

Actions

Proficiency Icon.png If you have proficiency, equip in main hand to gain:

List of greatclubs

Weapon Enchant. Damage Damage Type Weight Price Special


Gnarled Tree Branch

2d8

Bludgeoning

8.5 kg
17 lb

16

Not usable by humanoids.


Greatclub (Minotaur)

2d12

Bludgeoning

8.5 kg
17 lb

16

Not usable by humanoids.


Greatclub

1d8

Bludgeoning

4.5 kg
9 lb

20


Heavy Spiked Club

2d8

Bludgeoning

4.5 kg
9 lb

20

Not usable by humanoids.


Argument Solver

+1

1d8 + 1

Bludgeoning

4.5 kg
9 lb

65

Poison Mist Poison Mist ()

On a hit, deal extra Damage TypesPoison damage equal to your proficiency bonus and surround the target in a noxious cloud that possibly Poisons Poisons those within it.


Greatclub +1

+1

1d8 + 1

Bludgeoning

4.5 kg
9 lb

40


Punch-Drunk Bastard

+1

1d8 + 1

Bludgeoning

4.5 kg
9 lb

190
Tippler's Rage
While you are Drunk Drunk, you have Advantage Icon.png Advantage on Attack rolls. You also create a blast with each attack, dealing 1d4Damage TypesThunder for 3 m / 10 ft.


Rat Bat

+1

1d8 + 1
1d6

Bludgeoning
Piercing

4.5 kg
9 lb

190
Rat Catcher
Attack Rolls against beasts have Advantage Icon.png Advantage.

Legacy content

    (None)