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Returning 35 results for 'Club'.
Equipment
Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
magic-items
These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weapon’s rarity, and
magic-items
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage
magic-items
A creation of the daelkyr, this weapon is formed from muscle and bone. It may moan, growl, or wail, and it twists in your grip if it doesn’t like you. If any creature attempts to wield this
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
magic-items
This magic wooden Club has the Thrown property with a normal range of 20 feet and a long range of 60 feet. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While
attuned to the Club, you know the Shillelagh cantrip. If the Club is affected by Shillelagh, the spell doesn’t end when the weapon is thrown. The Club flies back to your hand immediately after making a ranged attack roll with it.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Returning Club, you must take the Advanced Weapon
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
magic-items
These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weapon’s rarity, and
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
magic-items
This deep red weapon was made by a vengeful craftsman. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. If the attack is made against a creature who dealt damage to
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weapon’s rarity, and
magic-items
When you reduce a Small or larger creature to 0 Hit Points or score a Critical Hit against a target with this weapon, you can create a harmless sensory effect or illusion, as if by the
Equipment
and adventurers as a useful defensive and offensive tool.
While wielding a candlemaker’s club, you can use a bonus action to extinguish a flame within 5 feet of you.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
magic-items
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you score a Critical Hit with this weapon, the target must succeed on a DC 15 Constitution saving throw or forget
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the
magic-items
When you hit a creature with this weapon, it screams out a horrible insult at the target. In addition to taking normal damage, the target must succeed on a DC 15 Wisdom saving throw or suffer
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
magic-items
This weapon was forged using the preserved remains of an ancient mimic. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. As a Bonus Action, you can use a command word
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
Monsters
Monster Manual
Multiattack. The fomorian makes two Stone Club attacks. It can replace one attack with a use of Warping Hex if available.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to
hit", "rollAction":"Stone Club"}, reach 15 ft. Hit: 24 (4d8 + 6);{"diceNotation":"4d8+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Warping
Monsters
Monster Manual
Multiattack. The cyclops makes two attacks, using Stone Club or Rock in any combination.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Stone Club
"}, reach 10 ft. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Huge or smaller creature
Monsters
Monster Manual
Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination.
Tree Club. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tree Club
"}, reach 10 ft. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5", "rollType":"damage", "rollAction":"Tree Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"club"}, reach 5 ft. Hit: 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"club", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Monsters
Monster Manual
Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Stone Club
"}, reach 15 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Boulder. Ranged Attack Roll: +9
Magic Items
Dungeon Master’s Guide
This reinforced lute can be wielded as a magic Club that deals an extra 2d8 Thunder damage on a hit.
Sing and Swing. If you’re a Bard, you can use your Charisma modifier instead of your
Spells
Player’s Handbook
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee
Magic Items
Dungeon Master’s Guide
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Equipment
Ability: Strength Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
If you have proficiency with a tool