Churchman's Cudgel

The club is a very basic weapon, usually consisting of nothing more than a tapered length of hardwood.

Special Properties
Bonus Spell Slot of Level: Cleric Level 1
Enhancement Bonus: + 3

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: n2_unw_clb2

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Club

The club is a very basic weapon, usually consisting of nothing more than a tapered length of hardwood.

Special Properties
None

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblcl001

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Club +1

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 1

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl002

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Club +2

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 2

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl010

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Club +3

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 3

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl011

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Club +4

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 4

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: x0_wblmcl001

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Club +5

This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.

Special Properties
Enhancement Bonus: + 5

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: x0_wblmcl002

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Club of Smiting

These clubs have great power and when striking a golem there is a good chance of the construct being completely and instantly destroyed.

Special Properties
Enhancement Bonus: + 1
On Hit: Slay Racial Group DC=14

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl012

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Duskwood Club

Duskwood is a smooth, hard wood named for the eerie appearance of its tightly-spaced grooves, which give it a dusky coloration. Duskwood is nearly as hard as steel and quite light. Duskwood weapons are extremely well-balanced and often bite deeper than even a steel blade.

Special Properties
Base Item Weight Reduction: 60% of Weight
Material: (Wood) Duskwood

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: mst_blcl_dsk_3

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Gaharu

The club is a very basic weapon, usually consisting of nothing more than a tapered length of hardwood.

Special Properties
Ability Bonus: Strength + 4
Enhancement Bonus: + 2

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: n2_unw_clb3

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Gladiator's Club +1

This weapon bears the mark of the dwarf Marrok, Master Blacksmith of Neverwinter's Shining Knight Arms and Armor. He forged it early in 1373 DR, to aid the heroes who sought to free his quarantined city from the virulent grasp of the so-called Wailing Death.

Special Properties
Enhancement Bonus: + 1
On Hit: Daze DC=14

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl008

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Gladiator's Club +4

This weapon bears the mark of the dwarf Barun, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in 1373 DR, to aid the war effort against Lady Aribeth the Betrayer, who was then marching against the northern city of Neverwinter and the Lords' Alliance.

Special Properties
Enhancement Bonus: + 4
On Hit: Daze DC=14

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl009

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Ironwood Club

Ironwood is an extremely durable yet light type of wood that can only be found in the oldest and deepest forests. Despite its amazing properties it is is considered a non magical material.

Weapons made from ironwood are highly accurate and offer a +1 bonus to attack rolls.

Special Properties
Attack Bonus: + 1
Base Item Weight Reduction: 40% of Weight

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: x2_it_iwoodclub

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Old Bones

The club is a very basic weapon, usually consisting of nothing more than a tapered length of hardwood.

Special Properties
Enhancement Bonus: + 2
Regeneration: Vampiric: + 2
Cast Spell: Slay Living (9) 1 Use/Day

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: n2_unw_clb1

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Tethir-Wood Cudgel

Encroachment on elven territory is not tolerated, though an exception is occasionally made for those who show proper reverence. Such is the case in the forest of Tethir, where a sect of druids have been welcomed and, on occasion, given special boons for their tireless work. While usually information, such a gift might also include an elven-crafted item like this one.

Special Properties
Damage Bonus: Acid 1d6
Enhancement Bonus: + 2

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl005

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The Angry Soul

In the early days of exploration within the jungles of Chult, a Calimshan expedition clashed with a small tribe after removing artifacts from a burial site. A local shaman named Gol'Kai killed a noble while trying to retrieve the sacred items, and the "civilized" invaders retaliated. The tribe did not survive. Weapons such as this were found in nearby villages soon after, accompanied by a silent apparition of Gol'Kai, voiceless as his people.

Special Properties
Damage Bonus: Electrical 1d6
Enhancement Bonus: + 3
On Hit: Fear DC=14

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl006

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Watchman's Club

This was one of many such weapons distributed among a short-lived private militia in Waterdeep called the Watchmen's Club. No expense was spared for their equipment because the primary backers were a group of adventurous nobles who fancied that they were "taking the night back from hoodlums and roustabouts." The movement folded when the pursuit fell out of fashion.

Special Properties
Bonus Feat Alertness
Enhancement Bonus: + 1
Light: Low (10m)
Skill Bonus: Listen + 2
Skill Bonus: Spot + 2

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl003

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Will of the Lost

Strangely, the well-worn grip of this weapon is a furniture pattern from around 1200 DR, the club itself being a leg from the central table in a 500-seat festhall. The hall was the heart of a warrior clan, and the site of their last stand during the Year of the Black Horde. In the face of overwhelming orc hordes they fought with whatever means they could, but were ultimately lost to a man.

Special Properties
Enhancement Bonus: + 1
Regeneration: Vampiric: + 3

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: nw_wblmcl004

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Zalantar Club

Zalantar, called “blackwood” in the North, is a very strong, lightweight wood that ranges from dark chestnut to nearly black. Zalantar trees are found in sub-tropical regions, but the immense utility of their wood means that Zalantar lumber is exported all over Faerûn. Arcane energies seem to flow easily through zalantar wood, and many blackwood items are also magically enhanced.

Special Properties
Damage Bonus: Magical 1
Material: (Wood) Zalantar

Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard

Item Code: mst_blcl_zal_3