Clubs are a class of one-handed melee weapon that fall under the Club weapon proficiency in all games except for classic Baldur's Gate, in which they shared the Blunt Weapons category with War Hammers, Maces, and Quarterstaves. They can be used by any character class with the exception of Mages and Sorcerers. The basic Club has a range of 1ft, deals 1d6 crushing damage with a speed factor of 4 and requires a Strength of 5 to use.
Description
“ | Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since people first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. | ” |
List of clubs
Name | THAC0 | Damage | Spd | Wgt | Location | |
---|---|---|---|---|---|---|
Club | 0 | 1d6 (crushing) | 4 | 3 | Candlekeep Inn Winthrop | |
Club +1 | -1 | 1d6+1 (crushing) | 3 | 3 | Dryad Falls Krumm | |
Mighty Oak +2 | -2 | 1d6+2 (crushing) | 2 | 3 | Third Cloakwood Amarande | |
Night Club +1 | -1 -2 at night |
1d6+1 (crushing) | 3 | 3 | Northwest Baldur's Gate Chest | |
Shillelagh | -1 | 2d4 (crushing) | 4 | 0 | Cast Shillelagh |
Name | THAC0 | Damage | Spd | Wgt | Location | |
---|---|---|---|---|---|---|
Backwhacker +2 | -2 | 1d6 +2 (crushing) | 2 | 3 | Coalition Camp Waizahb | |
Ettin Club +1 | -5 | 2d6+1 (crushing) | 9 | 20 | Ettin Ghost Cave Ettin Skeleton | |
Mighty Oak +2 | -2 | 1d6+2 (crushing) | 2 | 3 | Imported | |
Mosela's Cudgel +2 | -2 bonus -3 vs. constructs |
1d6 +2 (crushing) +1 extra vs. constructs |
2 | 3 | Coast Way Crossing Herod | |
The Root of the Problem | -1 bonus -3 bonus vs. giant humanoids, monsters and undead |
1d6+1 (crushing) 1d6+3 (crushing) vs. giant humanoids, monsters and undead +1 (acid) |
3 | 3 | Underground River Entrance Jamven | |
Shillelagh | -1 | 2d4 (crushing) | 4 | 0 | Cast Shillelagh |
Name | THAC0 | Damage | Spd | Wgt | Location | |
---|---|---|---|---|---|---|
Blackblood +3 | -3 | 1d6+3 (crushing) +3 (acid) |
4 | 3 | Trademeet Merchant (Trademeet Market) | |
Bone Club +2, +3 vs. undead | -2 bonus -3 vs. undead |
1d6 +2 (crushing) +1 extra vs. undead |
4 | 3 | Spellhold Altar | |
Club | 0 | 1d6 (crushing) | 4 | 3 | Adventurer Mart Ribald Barterman | |
Club of Detonation +3 | -3 | 1d6+3 (crushing) +3 (fire) |
4 | 3 | Watcher's Keep Aurumach Rilmani | |
Club of Detonation +5 | -5 | 1d6+5 (crushing) +5 (fire) |
4 | 1 | ||
Gnasher +2 | -2 | 1d6+2 (crushing), slivers add 2 points (piercing) damage each round for 4 rounds | 4 | 3 | Druid Grove Dalok | |
The Root of the Problem | -1 bonus -3 bonus vs. giant humanoids, monsters and undead |
1d6+1 (crushing) 1d6+3 (crushing) vs. giant humanoids, monsters and undead +1 (acid) |
3 | 3 | Druid Grove Spirit of the Grove | |
Shillelagh | -1 | 2d4 (crushing) | 4 | 0 | Cast Shillelagh |
Name | THAC0 | Damage | Spd | Wgt | Location | |
---|---|---|---|---|---|---|
Club | 0 | 1d6 (crushing) | 4 | 3 | The Tankard Tree Bartender | |
Club +3 | -3 | 1d6+3 (crushing) | 1 | 1 | The Tankard Tree Bartender | |
Club of Detonation +3 | -3 | 1d6+3 (crushing) +3 (fire) |
4 | 3 | Watcher's Keep Aurumach Rilmani | |
Club of Detonation +5 | -5 | 1d6+5 (crushing) +5 (fire) |
4 | 1 | Pocket Plane Cespenar | |
Shillelagh | -1 | 2d4 (crushing) | 4 | 0 | Cast Shillelagh |
Name | THAC0 | Damage | Spd | Wgt | Source | |
---|---|---|---|---|---|---|
Club | 0 | 1d6 (crushing) | 4 | 3 | Magda | |
Shillelagh | -1 | 2d4 (crushing) | 4 | 0 | Cast Shillelagh |
Name | THAC0 | Damage | Spd | Wgt | Source | |
---|---|---|---|---|---|---|
Blackblood +3 | -3 | 1d6+3 (crushing) +3 (acid) |
4 | 3 | Weapon Merchant | |
Bone Club +2, +3 vs. undead | -2 bonus -3 vs. undead |
1d6 +2 (crushing) +1 extra vs. undead |
4 | 3 | Weapon MerchantThe Black Pits II: Gladiators of Thay (2013) This icon indicates content from the Black Pits II: Gladiators of Thay campaign in the Baldur's Gate II: Enhanced Edition. | |
Club | 0 | 1d6 (crushing) | 4 | 3 | Weapon Merchant | |
Club +1 | -1 | 1d6+1 (crushing) | 3 | 3 | Weapon Merchant | |
Club +2 | -2 | 1d6 +2 (crushing) | 2 | 1 | Weapon Merchant | |
Club +3 | -3 | 1d6+3 (crushing) | 1 | 1 | Weapon Merchant | |
Club of Detonation +3 | -3 | 1d6+3 (crushing) +3 (fire) |
4 | 3 | Weapon Merchant | |
Club of Detonation +5 | -5 | 1d6+5 (crushing) +5 (fire) |
4 | 1 | Weapon Merchant | |
Gnasher +2 | -2 | 1d6+2 (crushing), slivers add 2 points (piercing) damage each round for 4 rounds | 4 | 3 | Battle 1-1 Great Reward | |
Marduuk's Mallet +3 | -3 | 1d6+3 (crushing) | 1 | 1 | Marduuk | |
The Root of the Problem | -1 bonus -3 bonus vs. giant humanoids, monsters and undead |
1d6+1 (crushing) 1d6+3 (crushing) vs. giant humanoids, monsters and undead +1 (acid) |
3 | 3 | Weapon Merchant | |
Shillelagh | -1 | 2d4 (crushing) | 4 | 0 | Cast Shillelagh |
Lists of Weapons | |
---|---|
Melee (Ranged Hybrid) |
Battle Axes (Throwing Axes) • Bastard Swords • Clubs • Daggers (Throwing Daggers) • Flails • Halberds • Katanas • Long Swords • Maces • Morning Stars • Ninjatōs • Quarterstaves • Scimitars • Short Swords • Spears • Two-handed Swords • Wakizashi • War Hammers (Throwing Hammers) |
Ranged (Required Ammunition) |
Composite Longbows (Arrows) • Heavy Crossbows (Bolts) • Darts • Light Crossbows (Bolts) • Longbows (Arrows) • Shortbows (Arrows) • Slings (Bullets) |
By enchantment |
Non-enchanted weapons • +1 weapons • +2 weapons • +3 weapons • +4 weapons • +5 weapons • +6 weapons • Cold iron weapons • Silver weapons |