Best Clubs In Baldur’s Gate 3
Highlights
- Even simple looking Clubs in Baldur’s Gate 3 can be powerful weapons, offering upgraded firepower for martial classes.
- Some Clubs, like the Plague-Green Torch, offer unique and practical benefits in combat encounters with concussive effects.
- Acquiring specialized Clubs like the Cultist Brand or Moonlantern can enhance gameplay experiences and provide unique visuals.
Despite their rather simple appearance, the Club remains one of the best methods of dealing Bludgeoning Damage in Baldur’s Gate 3. Oftentimes considered a preferred weapon of martial classes such as the Fighter and the Barbarian, some of the most efficient Baldur’s Gate 3 Clubs offer upgraded firepower and a myriad of effects that can jumpstart a player’s performance in combat.
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However, with the three-act experience offering fans and newcomers to D&D access to many weapons, players may wonder just what Club works best for their characters. And for fans interested in power gaming their builds, certain Clubs may function in exactly the way players need.
Updated March 3, 2024 by Rhenn Taguiam: With Patch 6 adding a ton of new updates to Baldur’s Gate 3, fans of the D&D adaptation who want to maximize their RPG experience should consider trying all weapons at their disposal in combat encounters. Among these are Clubs that, despite their minuscule damage, can still become one of the best armaments a character could use – especially if they’re not as good with other more complex weapons.
Thankfully, the game’s limited selection of Clubs means players should focus less on finding them and instead on knowing exactly how to use them to their advantage. Some tips players should pay attention to include a flaming green torch, an imposing branch, a lantern, a horrific religious implement, and a story item.
13 Plague-Green Torch
Torch But Make It Green
Damage | 1d4 Bludgeoning +1d4 Fire |
---|---|
Proficiency | Simple Weapon |
Quality | Common |
Properties | Light, Dippable |
Skills | Concussive Smash |
While it’s true that a Torch like the Plague-Green Torch can be one of the more impractical items to use in the game, it still attains the main purpose of the Torch in the title: get a light source and a bludgeoning weapon in case of emergencies.
Instead of using a mere Torch, players may opt for the Plague-Green Torch for a more unique experience. In caves and other dark dungeons with no viable light source from a Spell, a Torch can still be helpful in illuminating areas and only retreating to weapons during encounters.
12 Twisting Branch
A More Combat-Appropriate Iteration Of The Club
Damage | 1d4 Bludgeoning |
---|---|
Proficiency | Simple Weapon |
Quality | Common |
Properties | Light, Dippable |
Skills | Concussive Smash |
If there’s anything fans of Baldur’s Gate 3 may love about the game’s visuals compared to Larian Studios’ previous Divinity: Original Sin 2, it’s the game’s more creative spin on weapons. While Clubs remain one of the weaker Simple Weapons in the title, Larian Studios still included a unique alternative option in the form of the Twisting Branch.
Boasting exactly the same stats as an ordinary Club, the Twisting Branch’s main advantage comes from its aesthetic. Its more crooked and unsettling appearance can make it a more imposing weapon for Druids and other nature-leaning Classes and builds.
11 Cultist Brand
Lore-Accurate Simple Melee Weapon
Damage | 1d4 Bludgeoning |
---|---|
Proficiency | Simple Weapon |
Quality | Common |
Properties | Light |
Skills | Concussive Smash |
The Cult of the Absolute is an essential faction in Baldur’s Gate 3 lore, with the players encountering them early on as a cult dedicated to following those who possess the Illithid Parasite inside them. In the beginning parts of Act 1, players may choose to be branded as “part” of the Cult, compelling other brand-holders to follow their commands when interacted with.
If players acquire the Cultist Brand in the Shattered Sanctum, they will have one of the more eccentric Clubs in the game. Unfortunately, there’s not much to do with the Cultist Brand except for serving as a unique visual piece for an evil-leaning party member.
10 Lantern
A More Vibrant Alternative To The Torch
Damage | 1d4 Bludgeoning +1d4 Fire |
---|---|
Proficiency | Simple Weapon |
Quality | Common |
Properties | Light, Dippable |
Skills | Concussive Smash |
While the Shadow Lantern is among the more worthwhile loot to acquire before entering Act 3 of Baldur’s Gate 3, one shouldn’t sleep on the basic Lantern. Its more primitive appearance of a bowl attached to strings on a thick branch gives it a more fantastical visual compared to the traditional Torch, easily making it a viable substitute for players who don’t want to skip clubs but have yet to acquire the game’s heavy hitters.
Compared to other Clubs of a similar variant, the extra fire damage adds a nice touch even for its abysmal damage. Players who need a torch during exploration can have their party look pretty with a Lantern, and then only switch to main weapons during encounters.
9 Moonlantern
Unique-Looking Story Item With A Free NPC
Damage | 1d4 Bludgeoning (1H), 1d6 (2H) |
---|---|
Proficiency | Simple Weapon |
Quality | Story Item |
Properties | Light, Versatile |
Skills | Moonshield |
Quest items like the Moonlantern are a staple in fantasy RPGs like Baldur’s Gate 3, with the item a necessary inclusion in the player’s arsenal for much of their Act 2 playthrough. However, on top of the Moonlantern protecting its user and the people around them from the Shadow Curse, it can also become quite a dependable weapon.
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Unlike other Clubs in the game, the Moonlantern has the Versatile property. This allows players to wield it two ways – as a one-handed weapon (for 1d4 Bludgeoning Damage) and as a two-handed weapon (for 1d6 Bludgeoning Damage). As such, the Moonlantern could be at the hands of a dependable tank as they brave Act 2 while equipped with a trusty Shield or extra weapon, or even at the hands of the mage in the backlines as a substitute for their staff.
8 Whipping Cane (Common)
Simple Weapon With A Brutal Visual
Damage | 1d4 Bludgeoning +1d4 Fire |
---|---|
Proficiency | Simple Weapon |
Quality | Common |
Properties | Light, Dippable |
Skills | Concussive Smash |
At first glance, the Club as a Baldur’s Gate 3 weapon doesn’t seem all too imposing given its straightforward shape. However, fans looking for a Club to use without their characters looking like they’re holding a stick could use the Whipping Cane.
Taking on the appearance of a sharpened stick with sticking edges, the Whipping Cane implies enemies are in for a world of hurt upon being hit. While its minuscule 1d4 Bludgeoning Damage makes this weapon more fit for spellcasters compared to other long-ranged weapons, being able to Dip this weapon into surfaces does add some versatility to its overall damage capacity.
7 Salami (Common)
Food, Torch, And Weapon All In One
Damage | 1d4 Bludgeoning |
---|---|
Proficiency | Simple Weapon |
Quality | Common |
Properties | Light, Dippable |
Skills | Concussive Smash |
It’s not every day that a player enjoying their Baldur’s Gate 3 gameplay can encounter a weapon that doubles as a weapon, and yet the Salami does exactly that. Taking the form of a traditional giant sausage, the Salami is hilariously hard enough to double as a traditional Club that can still deal 1d4 Bludgeoning damage. Not only that, it can let players form Concussive Smash which, when done correctly, can Daze opponents if they fail a CON Save.
Dazing an enemy with the Salami can encourage spellcasters to flee without repercussions while leaving their foes open for punishments. Moreover, the Salami carrying the equivalent of 6 Camp Supplies means players can use the Salami as emergency Long Rest provisions should they run out of food, making this food item quite a play on the Versatile Weapon concept.
6 Torch (Common)
Illuminate Dark Areas While Dealing Damage
Damage | 1d4 Bludgeoning +1d4 Fire |
---|---|
Proficiency | Simple Weapon |
Quality | Common |
Properties | Light, Dippable |
Skills | Concussive Smash |
At first glance, the Torch in Baldur’s Gate 3 gameplay seems rather useless, especially if players have bright weapons or Darkvision. However, in low-level plays where players can’t afford to waste their spell slots, using a Torch can become an effective means of navigating dark locations without being surprised by enemies.
Moreover, the D&D adaptation takes things up a notch by giving players the opportunity to use the Torch as a weapon. Despite its nature as a basic 1d4 Bludgeoning weapon, attaching the Torch to the resident spellcaster or a ranged-focus DPS can give players access to a constant light source without having to use Cantrips and other spells.
5 Club +1 (Uncommon)
Damage | 1d4+1 Bludgeoning |
---|---|
Proficiency | Simple Weapon |
Quality | Uncommon |
Properties | Light |
Skills | Weapon Enchantment +1, Concussive Smash |
Given the rather weak base attack of the Club as a weapon in Baldur’s Gate 3, it’s not an immediate recommendation for players to use. However, players who feel like they have no choice but to use a Club may as well look for Club +1, as the +1 Weapon Enchantment boosts not just overall Damage but Attack as well.
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Across the weapon class, the Club +1 stands as a recommended “default” Club choice before players try looking for more specialized variants. Players can still improve upon Club +1’s performance by dipping it on a surface or pairing it with a shield, especially in early-game moments where players don’t have access to their Illithid Powers.
4 Ironwood Club (Uncommon)
Damage | 1d4+1 Bludgeoning |
---|---|
Proficiency | Simple Weapon |
Quality | Uncommon |
Properties | Light, Dippable |
Skills | Weapon Enchantment +1, Concussive Smash, Ironwood Harmony (+1d4 Bludgeoning when Shillelagh) |
Players who want a straightforward Club in their Baldur’s Gate 3 playthrough can’t go wrong with the Ironwood Club, which they can acquire early in the game in the mound located near the Ruined Battlefield. Equipping the Ironwood Club gives them access to Concussive Smash, a Weapon Action that can possibly Daze an enemy unless they make a Constitution Save.
Despite the rather lackluster damage of the Ironwood Club, having access to Daze early on can make this weapon a godsend for spellcasters who don’t like to be in melee. Daze will cut a creature’s access to Reactions and will not count Dexterity Bonuses to their Armor Class. Affected creatures also have Disadvantage on Wisdom Saves.
3 Club Of Hill Giant Strength (Uncommon)
Massive STR Boost Perfect For Min-Maxers
Damage | 1d4 Bludgeoning |
---|---|
Proficiency | Simple Weapon |
Quality | Uncommon |
Properties | Light, Dippable |
Skills | Splinters of a Giant’s Might (STR becomes 19), Concussive Smash |
When players reach the top of the Arcane Tower in the Underdark, their Baldur’s Gate 3 gameplay may find them looking at an odd stool called the Stool of Hill Giant Strength. Before they get tempted to break the object, they should sit on it first. That’s because breaking it after sitting on it will be the only way to give players access to the Club of Hill Giant Strength, an unimposing Club that has quite the perks for its wielders.
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On top of giving access to Concussive Smash, this Club also gives access to Splinters of a Giant’s Might. This effect boosts the wielder’s Strength Score to 19, effectively giving them a +4 Strength Modifier that they may not be able to get from usual Feats. Spellcasters who rely on ranged attacks could still use a +4 STR Mod for the occasional Shoving of deadly enemies.
2 Torch Of Revocation (Very Rare)
Dippable With Bonus Necrotic Damage Can Stack DPS
Damage | 1d4 Bludgeoning +1d4 Fire +1d4 Necrotic |
---|---|
Proficiency | Simple Weapon |
Quality | Very Rare |
Properties | Light, Dippable |
Skills | Weapon Enchantment +1, Concussive Smash |
Resolving the dispute with the Mystic Carrion will grant players the Torch of True Revocation in their Baldur’s Gate 3 gameplay. This results in the acquisition of quite the pristine torch, which players first use in burning the painting inside the atelier’s room. After deciding Oskar’s fate, players can use this Club as both a weapon and a pseudo-torch.
Its additional Radiant Damage makes the weapon deal a total of 3-13 Damage overall, which is the average performance of Simple Weapons. Players who want to equip their spellcasters with Shields to boost their AC can’t go wrong pairing the Torch of True Revocation with a buckler or a tower shield.
1 Shadow Lantern (Rare)
Get A Summon Alongside A Club
Damage | 1d4 Bludgeoning (1H), 1d6 Bludgeoning (2H) |
---|---|
Proficiency | Simple Weapon |
Quality | Rare |
Properties | Light |
Skills | Conjure Shadow Lantern Wraith (6th-Level, Long Rest), Concussive Smash |
When players reach the Moonrise Towers, they eventually reach the laboratory of the fabled spellcaster Balthazar. In this part of their Baldur’s Gate 3 journey, a Wizard such as Gale can comment on how he can create a modified Moonlantern out of the Dead Pixie and the Broken Moonlantern. After succeeding in a DC 30 Arcana Check, players can end up with the Shadow Lantern, one of the rarest items in the game.
The Lantern itself deals the typical 1d4+1/1d6+1 Bludgeoning damage as a versatile Club. However, its special effect lies in its capability to summon a Shadow Lantern Wraith, taking the form of Shadow Wraiths that players fought in the Mountain Pass. On top of having a powerful ally, the Shadow Lantern’s aesthetic fits any edgy or gritty-leaning Multiclass choice.