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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 Final Seal
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 Final Seal
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