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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[edit source]

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

Tenacity Tenacity (Reaction)
When you miss an attack, deal BludgeoningBludgeoning damage equal to your Strength modifier anyway (minimum of 1).
Concussive Smash Concussive Smash (Action)
Hit an enemy with all your might to deal damage and possibly Daze Daze them. ( Recharge: Short rest.)

List of greatclubs

ItemEnch.DamageDamage
type
WeightPriceSpecial
Gnarled Tree Branch2d8Bludgeoning8.5 kg
17 lb
16

Not usable by humanoids.

Greatclub (Minotaur)2d12Bludgeoning8.5 kg
17 lb
16

Not usable by humanoids.

Greatclub1d8Bludgeoning4.5 kg
9 lb
16
Heavy Spiked Club2d8Bludgeoning4.5 kg
9 lb
20

Not usable by humanoids.

Argument Solver+11d8 + 1Bludgeoning4.5 kg
9 lb
65
Poison Mist Poison Mist (Action)
On a hit, deal extra PoisonPoison damage equal to your proficiency bonus and surround the target in a Poison Cloud noxious cloud that possibly Poisons Poisons those within it. ( Recharge: Short rest.)
Greatclub +1+11d8 + 1Bludgeoning4.5 kg
9 lb
40
Punch-Drunk Bastard+11d8 + 1Bludgeoning4.5 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 1d4ThunderThunder for 3 m / 10 ft.
Rat Bat+11d8 + 1
1d6
Bludgeoning
Piercing
4.5 kg
9 lb
190

Legacy content

    (None)


External links[edit | edit source]

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