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Returning 35 results for 'club weapons rogues'.
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
This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.
Weapons
Equipment
Ability: Dexterity Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink
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
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Classes
Player’s Handbook
, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Finesse or
, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP
Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They
Monsters
Bigby Presents: Glory of the Giants
Multiattack. The giant makes two Thundering Stone Club or Boulder attacks in any combination.
Thundering Stone Club. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollAction":"Thundering Stone Club"} to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Thundering Stone Club", "rollDamageType":"bludgeoning
Monsters
Guildmasters’ Guide to Ravnica
Aggressive. As a bonus action, the 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.Spiked Club. Melee
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spiked Club"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction
Monsters
The Wild Beyond the Witchlight
":"to hit", "rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Club", "rollDamageType":"bludgeoning"} bludgeoning damage.
Light
with these weapons. In addition, they can attack a target as far away as their weapons’ maximum range without needing to apply the usual penalty for attacking at long range. After a sniper makes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature. If the attack hits, the target’s speed is reduced to 0 until the start of the ogre’s next turn.An ogre battering ram carries an enormous club that’s primarily used for bashing
doors into kindling but 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
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
Monsters
Mordenkainen's Fiendish Folio Volume 1
within 5 feet of another, conscious jermlaine.Club. Melee weapon attack: -1;{"diceNotation":"1d20-1","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 1 (1d4 − 3
);{"diceNotation":"1d4-3","rollType":"damage","rollAction":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.
Dart. Ranged weapon attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dart
classes
Basic Rules (2014)
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 ogre’s club
mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Well-Rounded
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Finesse or Light property Tool
; or (B) 100 GP Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Finesse or Light property Tool
; or (B) 100 GP Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter
Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter
Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to resemble the cult’s patron, stone giants of Evil Earth wield weapons that pulse with thunderous energy. These giants serve as the muscle for the cult, wielding their might to destroy the surface
, 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->Basic Rules (2014)
Simple Melee Weapons Weapon Name Cost Damage Weight Properties
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Simple Melee Weapons Weapon Name Cost Damage Weight Properties
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter
Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter
Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to resemble the cult’s patron, stone giants of Evil Earth wield weapons that pulse with thunderous energy. These giants serve as the muscle for the cult, wielding their might to destroy the surface
, 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->Monster Manual
usually find their needs met by nature’s bounty. What the wilderness doesn’t provide, hill giants make, crafting clothes, tools, and weapons from rocks, wood, and hides. When they encounter strangers, hill
Perception 12
Languages Giant
CR 5 (XP 1,800; PB +3)
Actions
Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination.
Tree Club. Melee Attack Roll: +8, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
usually find their needs met by nature’s bounty. What the wilderness doesn’t provide, hill giants make, crafting clothes, tools, and weapons from rocks, wood, and hides. When they encounter strangers, hill
Perception 12
Languages Giant
CR 5 (XP 1,800; PB +3)
Actions
Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination.
Tree Club. Melee Attack Roll: +8, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Improvised Weapons Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as
broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Improvised Weapons Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as
broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
safe distance. These snipers are so adept with their crossbows that their targets gain no benefit from less than total cover against ranged attacks the harengons make with these weapons. In addition
, they can attack a target as far away as their weapons’ maximum range without needing to apply the usual penalty for attacking at long range. After a sniper makes an attack, the harengon can duck out of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
safe distance. These snipers are so adept with their crossbows that their targets gain no benefit from less than total cover against ranged attacks the harengons make with these weapons. In addition
, they can attack a target as far away as their weapons’ maximum range without needing to apply the usual penalty for attacking at long range. After a sniper makes an attack, the harengon can duck out of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
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
Rakdos Lampooner One of the most effective weapons in the Rakdos cult’s arsenal is satire, and a Rakdos lampooner is a virtuoso of that art. Lampooners generally reserve their mockery for people and
, silent image, Tasha’s 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->Player’s Handbook
Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon
Martial weapon, the DM may say it functions as that weapon and uses that weapon’s rules. For example, the DM could treat a table leg as a Club.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
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->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 ogre’s club
& Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings — as fighters, they all share an unparalleled mastery with weapons and
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 ogre’s club
& Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings — as fighters, they all share an unparalleled mastery with weapons and