Clubs in Baldur's Gate 3 are pieces of equipment that are used to inflict damage against against hostile characters such as Enemies and Bosses. Clubs are Light Simple Weapons in BG3 that can be one-handed, dealing 1-4 Damage without enchantments. The Moonlantern and Shadow Lantern are both also Versatile and can additionally be two-handed, dealing 1-6 Damage when doing so. All Clubs have a range of 1.5m, and they deal Bludgeoning Damage, though some special Clubs also deal another type of Damage as well.
Many Clubs have unique properties, so you should read carefully what these do, and many also have Weapon Actions that can only be used if you are Proficient with Clubs in BG3. These Weapon Actions include Concussive Smash, and Backbreaker.
All Clubs in Baldur's Gate 3
Name |
Damage |
Special Properties |
Weapon Actions |
---|---|---|---|
|
1d4 Bludgeoning |
None | |
|
1d4 Bludgeoning |
None | |
|
1d4 Bludgeoning |
None | Concussive Smash |
|
1d4 Bludgeoning |
6 Camp Supplies | |
|
1d4 Bludgeoning + 1d4 Fire |
Burning: Takes 1d4 Fire damage per turn. | |
|
1d4 Bludgeoning |
None | |
|
1d4 Bludgeoning |
None | Concussive Smash |
|
|
Weapon Enchantment +1 | Concussive Smash |
|
|
Splinters of a Giant's Might: Increases Strength to 19. | |
|
|
Weapon Enchantment +1 Non-Lethality: This weapon deals only Non-Lethal Damage. |
Backbreaker Concussive Smash Weakening Strike |
|
1d4 +1Bludgeoning |
Weapon Enchantment +1 Ironwood Harmony: When under the effect of Shillelagh, gains an additional 1d4 Bludgeoning damage. |
Backbreaker Concussive Smash |
|
1d4 +1 Bludgeoning + 1d4 Radiant |
Weapon Enchantment +1 | None |
|
1d6 (1d4) Bludgeoning |
None | None |
|
|
Conjure Shadow Lantern Wraith: Pull an undead creature from the depths of the Shadow Lantern's depraved magic to join your side in combat. Can be casted once per Long Rest | None |
|
1d4 +1 Bludgeoning +1d4 Necrotic |
Weapon Enchantment +1 | None |
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Missing twisting branch +1 acquired act 2 from large evil tree
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