Difference between revisions of "Club (weapon)"

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== Combat ==
 
== Combat ==
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[[Damage (hit points)|Damage]] from the '''club is 1-6''', adjusted by [[Strength (ability stat)|strength]].  When [[Missile Weapons|hurled]], the weapon's range is very poor, as shown on the table.  Hitting with a hurled club can be improved by a high [[Dexterity (ability stat)|dexterity]].
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|+ Missile Range in [[Combat Hex|Combat Hexes]]
 
|+ Missile Range in [[Combat Hex|Combat Hexes]]
 
! Bow !! Point<br>Blank !! Short !! Medium !! Long
 
! Bow !! Point<br>Blank !! Short !! Medium !! Long
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| Club || 2 || 3-5 || 6-7 || 8-9
 
| Club || 2 || 3-5 || 6-7 || 8-9
 
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[[Damage (hit points)|Damage]] from the '''club is 1-6''', adjusted by [[Strength (ability stat)|strength]].  When [[Missile Weapons|hurled]], the weapon's range is very poor, as shown on the table.  Hitting with a hurled club can be improved by a high [[Dexterity (ability stat)|dexterity]].
 
  
 
At 3½ lbs., the club is considered to be a "light weapon," so it's used with one hand and takes 1 [[Action Points|action point]] to draw from a character's belt.  If a [[Roll to Hit|roll to hit]] produces a [[Critical Hits & Fumbles#Fumbles|fumble]], the club will break on a 1 in 4.  It's the right size and length to be used while on horseback.
 
At 3½ lbs., the club is considered to be a "light weapon," so it's used with one hand and takes 1 [[Action Points|action point]] to draw from a character's belt.  If a [[Roll to Hit|roll to hit]] produces a [[Critical Hits & Fumbles#Fumbles|fumble]], the club will break on a 1 in 4.  It's the right size and length to be used while on horseback.

Revision as of 19:30, 22 October 2023

Club (weapon) b.jpg

The club, also the cudgel, bludgeon, shillelagh, bang or knobkerrie, doubles as a hand-held melee weapon and hurled weapon, made of only hardwood. In shape, it's a stick about 24 to 30 inches long, usually with a hardened, rounded knob on its end. It has the benefit that anyone can make a club, and that club-like objects — like a table-leg, piece of bannister or belaying pin — can serve as a club if no other weapon is available.

Clubs with spikes, metal-weighted heads, chiseled sharp edges or with metal studs are more correctly described as maces or godentags, and are not discussed here.

Combat

Damage from the club is 1-6, adjusted by strength. When hurled, the weapon's range is very poor, as shown on the table. Hitting with a hurled club can be improved by a high dexterity.

Missile Range in Combat Hexes
Bow Point
Blank
Short Medium Long
Club 2 3-5 6-7 8-9

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.