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Greatclubs

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GreatclubsGreatclubs are a type of two-handed simple melee weapon. The following are some base attributes common to most greatclubs, although special or magical variants may be significantly different. For the most common, nonmagical type of this weapon, see Greatclub. Further down below, you can find a list of all greatclubs in the game.

Properties

Damage
Details
Two-HandedTwo-Handed
Melee: 1.5 m (5 ft) Melee: 1.5 m (5 ft)
DippableDippable

Actions[edit section]

Proficiency Icon.png If you have proficiency, equip in main hand to gain:
Concussive SmashConcussive Smash (Action)
Hit an enemy with all your might to deal damage and possibly DazeDaze them. (Recharge: Short rest Recharge: Short rest.)
TenacityTenacity (Reaction)
When you miss a melee attack, you deal Strength ModifierBludgeoningBludgeoning damage (minimum of 1) anyway.

List of greatclubs

ItemEnch.DamageDamage
type
WeightPriceSpecial
Greatclub1d8Bludgeoning4.5 kg
9 lb
16
Argument Solver+11d8 + 1Bludgeoning4.5 kg
9 lb
65
Poison MistPoison Mist (Action)
On a hit, deal extra PoisonPoison damage equal to your proficiency bonus and surround the target in a noxious cloud that possibly PoisonsPoisons those within it. (Recharge: Short rest Recharge: Short rest.)
Greatclub +1+11d8 + 1Bludgeoning4.5 kg
9 lb
40
Punch-Drunk Bastard+11d8 + 1Bludgeoning4.5 kg
9 lb
190
Tippler's Rage
While you are DrunkDrunk, you have AdvantageAdvantage on Attack RollAttack Rolls. You also create a blast with each melee hit landed, dealing 1d4ThunderThunder damage to all creatures and objects in a radius of 3 m (10 ft), excluding yourself.
Rat Bat+11d8 + 1
1d6
Bludgeoning
Piercing
4.5 kg
9 lb
190

Legacy content

External links[edit section | visual editor]

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