Difference between revisions of "Club (weapon)"

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[[File:Club (weapon) b.jpg|right|560px|thumb]]
 
[[File:Club (weapon) b.jpg|right|560px|thumb]]
The '''club''', also called a also the cudgel, bludgeon, shillelagh, bang or knobkerrie, serves as a versatile [[Melee|melee]] [[Weapons List|weapon]] and a [[Missile Weapons|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.  
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The '''club''', also called a cudgel, bludgeon, shillelagh, bang or knobkerrie, serves as a versatile [[Melee|melee]] [[Weapons List|weapon]] and a [[Missile Weapons|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.  
 
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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 [[Using Found Objects as Weapons|improvised club]] if no other weaponry is at hand.
 
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 [[Using Found Objects as Weapons|improvised club]] if no other weaponry is at hand.
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== Combat ==
 
== Combat ==
The club inflicts damage ranging from '''1 to 6''', adjusted by the wielder's [[Strength (ability stat)|strength]].  When using it in close combat, fighters often employ a swift, forceful swing, leveraging their strength to maximize the impact. 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.
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The club inflicts [[Damage (hit points)|damage]] ranging from '''1 to 6''' [[Hit Points|hit points]], adjusted by the wielder's [[Strength (ability stat)|strength]].  When using it in close combat, fighters often employ a swift, forceful swing, leveraging their strength to maximize the impact.
  
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
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| Club || 2 || 3-5 || 6-7 || 8-9
 
| Club || 2 || 3-5 || 6-7 || 8-9
 
|}
 
|}
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.
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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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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.
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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 ==
 
== 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 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 4It's the right size and length to be used while on horseback.
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The club, weighing in at 3½ lbs., is classified as a "light weapon," designed for one-handed use.  It needs but one [[Action Points|action point]] to be drawn from a character's belt.  In the event of a [[Roll to Hit|roll to hit]] resulting in a [[Critical Hits & Fumbles#Fumbles|fumble]], there is a 1 in 4 chance that the club will break.  Its dimensions and length make it suitable for wielding while on horseback, adding to its versatility in combat scenarios.
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The club has a rich history as a [[Hereditary Weapon I (sage ability)|hereditary weapon]] in various cultures.  Characters raised in the Dutch Colonies may inherit the knop, while those from Leinster and Munster may have a shillelagh lineage.  Northumbria and Ulster descendants may possess a cudgel.  Among the Zulu, the knobkerrie is a common ancestral weapon; the Plains Natives of America used a similar-shaped war club.
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Among professions, the club is favored by hermits, innkeepers and sailors.  These cultures and individuals all enjoy a +1 bonus to hit once they've received formal training in weapons, sufficient to make them [[Soldier-at-Arms (profession)|soldiers-at-arms]].
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The club is a [[Hereditary Weapon I (sage ability)|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.
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See also,<br>
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[[Commoner (non-player character)]]<br>
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[[Harden Commoner (sage ability)]]<br>
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[[Woodcraft (cantrip)]]
  
The 1st level druid spell, [[Shillelagh (spell)|shillelagh]], transforms an ordinary club of that type into a temporary magical weapon.
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[[Category: Reviewed]]

Latest revision as of 20:28, 31 October 2023

Club (weapon) b.jpg

The club, also called a 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. 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

The club, weighing in at 3½ lbs., is classified as a "light weapon," designed for one-handed use. It needs but one action point to be drawn from a character's belt. In the event of a roll to hit resulting in a fumble, there is a 1 in 4 chance that the club will break. Its dimensions and length make it suitable for wielding while on horseback, adding to its versatility in combat scenarios.

The club has a rich history as a hereditary weapon in various cultures. Characters raised in the Dutch Colonies may inherit the knop, while those from Leinster and Munster may have a shillelagh lineage. Northumbria and Ulster descendants may possess a cudgel. Among the Zulu, the knobkerrie is a common ancestral weapon; the Plains Natives of America used a similar-shaped war club.

Among professions, the club is favored by hermits, innkeepers and sailors. These cultures and individuals all enjoy a +1 bonus to hit once they've received formal training in weapons, sufficient to make them soldiers-at-arms.


See also,
Commoner (non-player character)
Harden Commoner (sage ability)
Woodcraft (cantrip)