Greatclub, Simple (3.5e Equipment)
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Size | Cost1 | Damage | Weight1 | hp | |||||||
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Fine | * | * | — | ||||||||
Diminutive | * | * | — | ||||||||
Tiny | * | * | — | ||||||||
Small | 5 gp | 1d8 | — | ||||||||
Medium | 5 gp | 1d10 | 8 lbs. | ||||||||
Large | 2d8 | — | |||||||||
Huge | * | * | — | ||||||||
Gargantuan | * | * | — | ||||||||
Colossal | * | * | — | ||||||||
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- Notes
The greatclub, as it appears in the SRD, is almost entirely overshadowed by the heavy flail and the maul (the latter appearing in Complete Warrior). The only advantages it has over either are cost and weight; the heavy flail has a larger crit range and bonuses on trips and disarms, while the maul has a higher crit multiplier and an exotic weapon prificiency akin to the bastard sword. Here, I suggest it be downgraded to simple status; it is more of the next level of heavy mace than anything else. It also offers a choice in two-handed simple weapons—either this, or the 1d8 spear/longspear with their x3 crits and charging enemy bonuses.
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