Difference between revisions of "Club (weapon)"

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[[File:Club (weapon).jpg|right|490px|thumb]]
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[[File:Club (weapon) b.jpg|right|560px|thumb]]
The '''club''', also the ''cudgel'', ''bludgeon'', ''shillelagh'', ''bang'' or ''knobkerrie'', doubles as a hand-held [[Melee|melee]] [[Weapons List|weapon]] and [[Missile Weapons|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 [[Using Found Objects as Weapons|serve as a club]] if no other weapon is available.
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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.
  
Clubs with spikes, metal-weighted heads, chiseled sharp edges or with metal studs are more correctly described as [[Mace (weapon)|maces]] or [[Godentag (weapon)|godentags]], and are not discussed here.
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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 [[Mace (weapon)|maces]] or [[Godentag (weapon)|godentags]].  These specialized variations are described elsewhere.
  
 
== Combat ==
 
== Combat ==
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#f2e3d4;"
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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.
|+ Missile Range in [[Combat Hex|Combat Hexes]]
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{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
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|+ Missile range in [[Combat Hex|combat hexes]]
 
! Bow !! Point<br>Blank !! Short !! Medium !! Long
 
! Bow !! Point<br>Blank !! Short !! Medium !! Long
 
|-
 
|-
 
| 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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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.
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== Characteristics and Background ==
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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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[[Damage (hit points)|Damage]] from the club is 1-6, adjusted by [[Strength (ability stat)|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 (ability stat)|dexterity]].  If a [[Roll to Hit|roll to hit]] produces a [[Critical Hits & Fumbles#Fumbles|fumble]], the club will break on a 1 in 4.
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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 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 hermits, innkeepers and sailors.  This grants a [[Roll to Hit|+1 bonus to hit]] for these peoples.
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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)