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                        Returning 35 results for 'class club'.
                    
                
                        
                            
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                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     occupation or social class that frequents the establishment. This contact is delighted to talk with you, and to listen.
 
Variant Entertainer: Gladiator
A gladiator is as much an
                                                
                                            
                                                
                                                     pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
 
Suggested Characteristics
Successful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Commoner Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits. Commoner
 Medium humanoid (any race), any alignment
 Armor Class 10
 Hit Points 4 (1d8)
 Speed 30
                                                
                                            
                                                
                                                     Common)
 Challenge 0 (10 XP)
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
 [Tooltip Not Found]
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Commoner Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits. Commoner
 Medium humanoid (any race), any alignment
 Armor Class 10
 Hit Points 4 (1d8)
 Speed 30
                                                
                                            
                                                
                                                     Common)
 Challenge 0 (10 XP)
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
 [Tooltip Not Found]
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    Commoner Commoner
 Medium humanoid (any race), any alignment
 Armor Class 10
 Hit Points 4 (1d8)
 Speed 30 ft.
   STR
  10 (+0)
 
  DEX
  10 (+0)
 
  CON
  10 (+0)
 
  INT
  10 (+0
                                                
                                            
                                                
                                                    )
 
  WIS
  10 (+0)
 
  CHA
  10 (+0)
Senses passive Perception 10
 Languages any one (usually Common)
 Challenge 0 (10 XP)
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     world in the name of Ogrémoch. Stone Giant of Evil Earth Huge Giant, Typically Neutral Evil
 Armor Class 20 (plate)
 Hit Points 137 (11d12 + 66)
 Speed 40 ft.
  STR
 23 (+6)
 DEX
 13 (+1)
 CON
                                                
                                            
                                                
                                                    , Giant, Terran
 Challenge 9 (5,000 XP) Proficiency Bonus +4
 Actions
 Multiattack. The giant makes two Thundering Stone Club or Boulder attacks in any combination.
 Thundering Stone Club. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     lower-class district in Sharn where it maintains its guildhall, the Deathsgate Explorersâ Club is a rough-and-tumble guild made up largely of Last War veterans. Deathsgaters rarely undertake
                                                
                                            
                                                
                                                    Other Adventurersâ Guilds Few guilds besides the Clifftop guild are widely known, but the following organizations have carved out reputations for themselves: Deathsgate Explorersâ Club. Named for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Urzmaktok Grojsh  Neutral Orc Second Year (Witherbloom)
 First to class, last to leave, and always asking for additional homework, Urzmaktok is a meticulous student. Despite his consistently high
                                                
                                            
                                                
                                                     Horticulture Club. There, he looks to develop new species of plants that might yield new ingredients for potions.
 Urzmaktok makes it clear he wants everyone to use his full first name. Should
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     Monstrosity, Typically Chaotic Evil
 Armor Class 11
 Hit Points 38 (7d8 + 7)
 Speed 20 ft., fly 40 ft.
   STR
  12 (+1) 
 
  DEX
  13 (+1) 
 
  CON
  12 (+1) 
 
  INT
  7 (â2) 
 
  WIS
                                                
                                            
                                                
                                                    
  10 (+0) 
 
  CHA
  13 (+1)
Senses passive Perception 10
 Languages Common
 Challenge 1 Proficiency Bonus +2
 Actions
 Multiattack. The harpy makes one Claw attack and one Club attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                    Acolyte Acolyte
 Medium Humanoid (Any Race), Any Alignment
 Armor Class 10
 Hit Points 9 (2d8)
 Speed 30 ft.
   STR 
  10 (+0) 
 
  DEX 
  10 (+0) 
 
  CON 
  10 (+0) 
 
  INT 
  10
                                                
                                            
                                                
                                                    :
 Cantrips (at will): light, sacred flame, thaumaturgy
 1st level (3 slots): bless, cure wounds, sanctuary
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    
 Medium humanoid (any race), any alignment
 Armor Class 10
 Hit Points 9 (2d8)
 Speed 30 ft.
   STR
  10 (+0)
 
  DEX
  10 (+0)
 
  CON
  10 (+0)
 
  INT
  10 (+0)
 
  WIS
  14 (+2
                                                
                                            
                                                
                                                    
 1st level (3 slots): bless, cure wounds, sanctuary
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    , chaotic evil
 Armor Class 11
 Hit Points 38 (7d8 + 7)
 Speed 20 ft., fly 40 ft.
   STR
  12 (+1)
 
  DEX
  13 (+1)
 
  CON
  12 (+1)
 
  INT
  7 (-2)
 
  WIS
  10 (+0)
 
  CHA
                                                
                                            
                                                
                                                    
  13 (+1)
Senses passive Perception 10
 Languages Common
 Challenge 1 (200 XP)
 Actions
 Multiattack. The harpy makes two attacks: one with its claws and one with its club.
 Claws. Melee Weapon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Ogre Battering Ram An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple
                                                
                                            
                                                
                                                     tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt. Ogre Battering Ram
 Large giant, chaotic evil
 Armor Class 14 (ring mail)
 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    . Lizardfolk
 Medium humanoid (lizardfolk), neutral
 Armor Class 15 (natural armor, shield)
 Hit Points 22 (4d8 + 4)
 Speed 30 ft., swim 30 ft.
   STR
 15(+2)
 
  DEX
 10(+0)
 
  CON
 13(+1
                                                
                                            
                                                
                                                     target. Hit: 5 (1d6 + 2) piercing damage.
 Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
 Javelin. Melee or Ranged Weapon Attack: +4 to hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                    , and the stoutest walls crumble before them. CoupleofKooks  âSigilâs factions arenât all alike, Chief. You got the ones thatâll talk your ears off and then club you, and the ones thatâll club you and
                                                
                                            
                                                
                                                     then talk your ears off. Important difference there.â
 âMorte
  Doomguard Doom Lord Small or Medium Humanoid, Any Alignment
 Armor Class 18 (plate armor)
 Hit Points 202 (27d8 + 81)
 Speed 30 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                     battle with their prodigious strength and druidic magic. Ogre Chitterlord Large Giant (Druid), Any Alignment
 Armor Class 12 (hide armor)
 Hit Points 52 (7d10 + 14)
 Speed 40 ft.
  STR
 19 (+4)
 DEX
                                                
                                            
                                                
                                                     two Club attacks, two Rat-Tail Whip attacks, or one of each.
 Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
 Rat-Tail Whip. Melee Weapon Attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     deity   Tavern   d20 Type   1â5 Quiet, low-key bar 6â9 Raucous dive 10 Thievesâ guild hangout 11 Gathering place for a secret society 12â13 Upper-class dining club 14â15 Gambling den 16â17 Caters to
                                                
                                            
                                                
                                                     twice on the Tavern Name Generator table) 16â17 Warehouse (roll once on the Warehouse table) 18â20 Shop (roll once on the Shop table)   Residence   d20 Type   1â2 Abandoned squat 3â8 Middle-class home
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. A dwarf in chain mail interposes his shield between the ogreâs club
                                                
                                            
                                                
                                                     sword flares with blue light an instant before she sends lightning flashing forth to smite him. All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Earth Elemental An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks
                                                
                                            
                                                
                                                     pinpoint the precise location of any foe that stands on solid ground in its vicinity. Earth Elemental
 Large elemental, neutral
 Armor Class 17 (natural armor)
 Hit Points 126 (12d10 + 60)
 Speed 30
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     them or give them a good kicking. They flee quickly when the tables are turned against them. Harengon Brigand
 Medium Humanoid, Any Alignment
 Armor Class 14 (leather armor)
 Hit Points 9 (2d8
                                                
                                            
                                                
                                                     running start.
 Actions
 Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
 Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. A dwarf in chain mail interposes his shield between the ogreâs club
                                                
                                            
                                                
                                                     sword flares with blue light an instant before she sends lightning flashing forth to smite him. All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
                                                
                                            
                                                
                                                     certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    , or effigies to caricature public figures, or sometimes play pranks on those individuals directly in the streets. Rakdos Lampooner
 Medium humanoid (any race), chaotic evil
 Armor Class 12 (leather
                                                
                                            
                                                
                                                    , silent image, Tashaâs hideous laughter, thunderwave
 2nd level (3 slots): crown of madness, enthrall, suggestion
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
 
 VICTOR ADAME MINGUEZ
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , a sprout emerges from the ground at the base of the tree and swiftly grows into a humanoid form. This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to
                                                
                                            
                                                
                                                     that find renewed purpose in the domain of a kindred guardian. Wood Woad
 Medium plant, lawful neutral
 Armor Class 18 (natural armor, shield)
 Hit Points 75 (10d8 + 30)
 Speed 30 ft., climb 30 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     (such as the hunter found in Danger at Dunwater). Their colorful, poisoned, and fast-loading crossbows rarely miss a target. Locathah Hunter
 Medium humanoid (locathah), neutral
 Armor Class 14
                                                
                                            
                                                
                                                     the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
 Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
                                                
                                            
                                                
                                                     certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     Medium humanoid (any race), chaotic neutral
 Armor Class 13 (hide armor)
 Hit Points 11 (2d8 + 2)
 Speed 30 ft.
   STR
 14(+2)
 
  DEX
 13(+1)
 
  CON
 12(+1)
 
  INT
 9(â1)
 
  WIS
 11(+0
                                                
                                            
                                                
                                                     anarch can move up to its speed toward a hostile creature it can see.
 Siege Monster. The anarch deals double damage to objects and structures.
 Actions
 Spiked Club. Melee Weapon Attack: +4 to hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Monstrosity, Typically Chaotic Evil
 Armor Class 14 (studded leather)
 Hit Points 22 (4d8 + 4)
 Speed 30 ft.
   STR
  12 (+1) 
  DEX
  14 (+2) 
  CON
  12 (+1) 
  INT
  8 (â1) 
  WIS
                                                
                                            
                                                
                                                    
 Medium Monstrosity, Typically Chaotic Evil
 Armor Class 13 (leather armor)
 Hit Points 22 (4d8 + 4)
 Speed 30 ft.
   STR
  14 (+2) 
  DEX
  14 (+2) 
  CON
  12 (+1) 
  INT
  8 (â1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     information gleaned is imprecise and doesnât include the specific identities of such creatures or the precise times when they passed nearby. Geonid
 Small elemental, neutral
 Armor Class 17 (natural)
 Hit
                                                
                                            
                                                
                                                     a small boulder.
 Actions
 Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
 Stone Tell. The geonid touches a stone object or surface and knows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     sight to make retaliation difficult, if not impossible. Harengon Sniper
 Medium Humanoid, Any Alignment
 Armor Class 14 (leather armor)
 Hit Points 9 (2d8)
 Speed 30 ft.
   STR
  10 (+0
                                                
                                            
                                                
                                                    .
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
 Light Crossbow. Ranged Weapon Attack: +5 to hit (the target gains no benefit from less
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     causes wracking pain, paralysis, and disorientation in those struck by it. Flind
 Medium humanoid (gnoll), chaotic evil
 Armor Class 16 (chain mail)
 Hit Points 127 (15d8 + 60)
 Speed 30 ft
                                                
                                            
                                                
                                                     stragglers and finish off wounded foes. Gnoll Flesh Gnawer
 Medium humanoid (gnoll), chaotic evil
 Armor Class 14 (studded leather)
 Hit Points 22 (4d8 + 4)
 Speed 30 ft.
   STR
 12(+1)
 
  DEX
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Harpy   Harpy
 Medium monstrosity, chaotic evil
 Armor Class 11
 Hit Points 38 (7d8 + 7)
 Speed 20 ft., fly 40 ft.
   STR
  12 (+1) 
 
  DEX
  13 (+1) 
 
  CON
  12 (+1) 
 
  INT
  7
                                                
                                            
                                                
                                                     one with its club.
 Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
 Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     into a bipedal form. This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task
                                                
                                            
                                                
                                                     serving a kindred guardian. Wood Woad
 Medium Plant, Typically Lawful Neutral
 Armor Class 18 (natural armor, shield)
 Hit Points 75 (10d8 + 30)
 Speed 30 ft., climb 30 ft.
   STR
  18 (+4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    
 Armor Class 15 (natural armor)
 Hit Points 6 (1d8 + 2)
 Speed 25 ft.
   STR 
  10 (+0) 
 
  DEX 
  10 (+0) 
 
  CON 
  15 (+2) 
 
  INT 
  10 (+0) 
 
  WIS 
  10 (+0) 
 
  CHA 
  10 (+0
                                                
                                            
                                                
                                                     doesnât require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless object.
 Actions
 Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                    , moving freely and manipulating the outcomes of actions around them. CoupleofKooks  âDid I mention the factions that skip the talking and just club you? You gotta respect the efficiency there.â
 âMorte
                                                
                                            
                                                
                                                    
  Fraternity of Order Law Bender Small or Medium Humanoid, Any Alignment
 Armor Class 12 (15 with mage armor)
 Hit Points 137 (25d8 + 25)
 Speed 30 ft.
  STR
 8 (â1)
 DEX
 15 (+2)
 CON
 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     magically enhanced to amplify the professorâs lecture and minimize the disruption of side conversations. While a class is in session, each hall holds a professor and up to thirty students. B8. Study Area
                                                
                                            
                                                
                                                    . Members of Witherbloom College typically tend this space, and three Witherbloom pledgemages (see chapter 7) can be found here most days. Members of the Fantastical Horticulture Club often relax in
                                                
                                            
                                        





