Difference between revisions of "Club (weapon)"

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| Club || 2 || 3-5 || 6-7 || 8-9
 
| Club || 2 || 3-5 || 6-7 || 8-9
 
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The goal is to strike the target with the rounded knob or the hardened end of the club, aiming for vulnerable areas to deliver a powerful blow.  This is particular effective with the shillelagh, which can be transformed by the [[Shillelagh (spell)|1st level druid spell of the same name]], augmenting the weapon so that it causes 2-8 damage and acts as a magical weapon.
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The goal is to strike the target with the rounded knob or the hardened end of the club, aiming for vulnerable areas to deliver a powerful blow.  This is particular effective with the '''shillelagh''', which can be transformed by the [[Shillelagh (spell)|1st level druid spell of the same name]], augmenting the weapon so that it causes 2-8 damage and acts as a magical weapon.
  
 
Hitting with a hurled club can be improved by a high [[Dexterity (ability stat)|dexterity.  The range of a thrown club is typically limited, making it essential for the thrower to have a good sense of distance and timing.  A well-aimed throw can catch opponents off guard or incapacitate them from a distance, adding a tactical advantage to this unconventional use of the weapon.
 
Hitting with a hurled club can be improved by a high [[Dexterity (ability stat)|dexterity.  The range of a thrown club is typically limited, making it essential for the thrower to have a good sense of distance and timing.  A well-aimed throw can catch opponents off guard or incapacitate them from a distance, adding a tactical advantage to this unconventional use of the weapon.

Revision as of 19:46, 22 October 2023

Club (weapon) b.jpg

The club, also called a also the cudgel, bludgeon, shillelagh, bang or knobkerrie, serves as a versatile melee weapon and a hurled projectile, traditionally crafted from hardwood. Typically, it takes the form of a wooden shaft measuring approximately 24 to 30 inches in length, featuring a reinforced, rounded knob at one end.

It has the benefit that anyone can fashion a makeshift club from everyday objects such as a table-leg, a fragment of a bannister or even a belaying pin — any might be employed as an improvised club if no other weaponry is at hand.

Weapons with spikes, metal-weighted heads, chiseled sharp edges or set with metal studs belong to a different class of weaponry and are more appropriately categorized as maces or godentags. These specialized variations are described elsewhere.

Combat

The club inflicts damage ranging from 1 to 6 hit points, adjusted by the wielder's strength. When using it in close combat, fighters often employ a swift, forceful swing, leveraging their strength to maximize the impact.

Missile range in combat hexes
Bow Point
Blank
Short Medium Long
Club 2 3-5 6-7 8-9

The goal is to strike the target with the rounded knob or the hardened end of the club, aiming for vulnerable areas to deliver a powerful blow. This is particular effective with the shillelagh, which can be transformed by the 1st level druid spell of the same name, augmenting the weapon so that it causes 2-8 damage and acts as a magical weapon.

Hitting with a hurled club can be improved by a high [[Dexterity (ability stat)|dexterity. The range of a thrown club is typically limited, making it essential for the thrower to have a good sense of distance and timing. A well-aimed throw can catch opponents off guard or incapacitate them from a distance, adding a tactical advantage to this unconventional use of the weapon.

The table shown provides the effective range of a club, remembering at there's a +1 bonus to hit at point blank range, while medium range gives a -2 penalty; long range gives a -5 penalty.

Characteristics and Background

At 3½ lbs., the club is considered to be a "light weapon," so it's used with one hand and takes 1 action point to draw from a character's belt. If a roll to hit produces a fumble, the club will break on a 1 in 4. It's the right size and length to be used while on horseback.

The club is a hereditary weapon in various forms, shown in brackets, for characters raised in the Dutch Colonies (knop), Leinster & Munster (shillelagh), Northumbria & Ulster (cudgel), among Plains Natives in America and the Zulu (knobkerrie). It's favoured among persons whose progenitor is a hermit, innkeeper and sailor. This grants a +1 bonus to hit for these peoples.

The 1st level druid spell, shillelagh, transforms an ordinary club of that type into a temporary magical weapon.