Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Prepare for epic battles with the ultimate club selection in Baldur's Gate 3 Discover a range of powerful options, from the Shadow Lantern, a rare gem, to the Torch of True Revocation, and unleash devastating blows upon your foes

Highlights

The Whipping Cane is a Club weapon that offers versatility with its ability to be dipped into surfaces, making it a good choice for spellcasters.

The Salami is a humorous and efficient weapon, capable of stunning adversaries and providing sustenance during extended breaks.

The Enforcer Club is a weapon with non-lethal capabilities, rendering opponents unconscious and proving valuable in defusing confrontations, while also granting players access to a variety of weapon maneuvers.

Despite their simplistic appearance, the Club remains an exceptional tool for inflicting Bludgeoning Damage in Baldur’s Gate 3. Martial classes like the Fighter and Barbarian often prefer this weapon due to its effectiveness. In fact, the most efficient Clubs in Baldur’s Gate 3 provide enhanced firepower and a variety of effects that can significantly enhance a player’s combat performance.

However, with the extensive selection of weapons available in the three-Act experience, both seasoned fans and newcomers to Dungeons and Dragons may find themselves pondering which Club is the most suitable for their characters. For those interested in optimizing their builds for maximum power, specific Clubs can fulfill exactly what players require.

10 Whipping Cane (Common)

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4 Bludgeoning

Properties: Club, Light, Dippable

Extra: Concussive Smash

Upon initial observation, the Club appears to be a rather unimposing weapon in Baldur's Gate 3 due to its simplistic design. However, players who wish to wield a Club without their characters resembling a mere stick holder can opt for the Whipping Cane.

9 Salami (Common)

: Whipping Cane - Inflicting Pain with Precision

Taking the shape of a sharpened stick adorned with protruding edges, the Whipping Cane promises a world of agony for any adversary unfortunate enough to bear its strike. Although its limited impact delivers a mere 1d4 Bludgeoning Damage, this weapon remains a preferred choice for spellcasters seeking long-range warfare due to its unique property of being dippable into various surfaces. Embracing an unparalleled versatility, the Whipping Cane enhances its overall capacity to inflict damage.

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4 Bludgeoning

Properties: Club, Light

Extra: 6 Camp Supplies, Concussive Smash

In Baldur's Gate 3 gameplay, players may come across the unique Salami weapon which serves a dual purpose. Resembling a giant sausage, the Salami not only functions as a comedic weapon doubling as a traditional Club inflicting 1d4 Bludgeoning damage, but it also enables players to execute a Concussive Smash. If successfully performed, this move can cause opponents to become Dazed if they fail a CON Save.

Dazing enemies with the Salami can compel spellcasters to retreat without facing consequences, leaving them vulnerable to retribution. Additionally, the Salami's ability to hold the equivalent of 6 Camp Supplies allows players to utilize it as a backup source of provisions during Long Rest, making it a clever twist on the concept of a Versatile Weapon.

8 Torch (Common)

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4 Bludgeoning

Properties: Club, Light, Dippable

The Torch in Baldur's Gate 3 gameplay may appear pointless initially, particularly for players with bright weapons or Darkvision. However, in low-level plays where spell slots must be conserved, utilizing a Torch can be a practical way to navigate dark areas without being caught off guard by enemies.

7 Club +1 (Uncommon)

In addition, the D&D adaptation elevates the gameplay experience by offering players the unique opportunity to wield the Torch as a formidable weapon. Despite its humble status as a simple 1d4 bludgeoning weapon, affixing the Torch to either the resident spellcaster or a ranged-focused DPS enables players to benefit from a constant source of illumination without the need to expend valuable resources such as Cantrips and other spells.

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4+1 Bludgeoning

Properties: Club, Light

Extra: Concussive Smash

Considering the Club's relatively weak base attack in Baldur's Gate 3, it is not an immediate recommendation for players. However, if players feel compelled to use a Club, they may want to consider the Club +1. This particular weapon enchantment not only increases overall damage but also enhances the attack. Before players search for more specialized variations, the Club +1 is generally regarded as the recommended default choice within the club weapon class. Additionally, players can further enhance the performance of the Club +1 by striking surfaces or using it in conjunction with a shield, particularly in the early stages of the game when their Illithid Powers are not yet available.

6 Ironwood Club (Uncommon)

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4 Bludgeoning

Properties: Club, Light, Dippable

Extra: Concussive Smash

For those seeking a simple and effective weapon in Baldur's Gate 3, the Ironwood Club is the perfect choice. This club can be obtained early on in the game, by finding it in the mound near the Ruined Battlefield. When equipped, the Ironwood Club grants players the ability to unleash Concussive Smash, a powerful Weapon Action that has a chance to Daze enemies, unless they successfully make a Constitution Save.

Despite the somewhat underwhelming impact of the Ironwood Club, having the ability to use Daze early on can be a game-changer for spellcasters who prefer to avoid close-quarters combat. Daze effectively limits a target's ability to react and ignores any bonuses to their Armor Class from Dexterity. Additionally, affected creatures also suffer from a disadvantage when making Wisdom Saves.

5 Enforcer Club (Uncommon)

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4 Bludgeoning

Properties: Club, Light

Extra: Non-Lethality, Backbreaker, Concussive Smash, Weakening Strike

The Enforcer Club resembles a silver baton rather than a dangerous weapon, living up to its name as a deterrent rather than a lethal tool in Baldur's Gate 3. Its primary feature is its non-lethal nature, ensuring that reducing an enemy's HP to zero will merely render them unconscious instead of killing them. This can be advantageous in diffusing tense situations, particularly if players inadvertently provoke certain NPCs.

Additionally, the Enforcer Club grants its wielder three Weapon Actions. In addition to the Concussive Smash, players can utilize the Backbreaker to knock enemies prone or the Weakening Strike to inflict Weak Grip and potentially disarm them.

4 Club Of Hill Giant Strength (Uncommon)

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4 Bludgeoning

Properties: Club, Light, Dippable

When players reach the summit of the Arcane Tower in the Underdark during their gameplay of Baldur's Gate 3, they will come across an unusual stool known as the Stool of Hill Giant Strength. Rather than immediately destroying this object, players are advised to first sit on it. This is because the only way to obtain the Club of Hill Giant Strength, a seemingly unremarkable club with significant advantages for its wielders, is by breaking the stool after sitting on it.

On top of granting access to the powerful ability Concussive Smash, this exceptional Club also grants access to Splinters of a Giant’s Might. This extraordinary effect enhances the wielder’s Strength Score to an impressive 19, thereby providing them with a substantial +4 Strength Modifier that may not be attainable through standard Feats. Even spellcasters who typically rely on ranged attacks can benefit from a +4 STR Mod when engaging in the occasional forceful shoving of formidable adversaries.

3 Torch Of Revocation (Very Rare)

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4+1 Bludgeoning +1d4 Necrotic

Properties: Club, Light

Extra: N/A

Defeating the Mystic Carrion in a player's Baldur's Gate 3 gameplay can yield the Torch of Revocation, a highly elusive Club. This Club acts as a Club +1 and provides an additional boost of +1d4 Necrotic Damage with each hit. While the default 3-13 Damage may not appear substantial for a melee weapon, it proves to be suitable for spellcasters seeking a backup weapon in close combat that also serves as a source of light.

Apart from its resemblance to the True Revocation variant, the Torch of Revocation differs only in terms of its extra damage type. Players desiring a darker and more foreboding aesthetic for their Club should consider opting for this version, rather than the holy warrior vibe of True Revocation.

2 Torch Of True Revocation (Very Rare)

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4+1 Bludgeoning + 1d4 Radiant

Properties: Club, Light

Players who successfully resolve the conflict with the Mystic Carrion will be rewarded with the Torch of True Revocation in their Baldur's Gate 3 gameplay. This exquisite torch can be used to burn the painting in the atelier's room. After determining Oskar's destiny, players can wield this versatile Club as both a weapon and a makeshift torch.

1 Shadow Lantern (Rare)

: The Torch of True Revocation is a powerful weapon that inflicts additional Radiant Damage, resulting in a total damage range of 3-13. This falls within the average performance range of Simple Weapons. For players looking to enhance the Armor Class (AC) of their spellcasters, equipping them with a buckler or a tower shield in conjunction with the Torch of True Revocation would be an excellent choice.

Baldur's Gate 3: Unleashing the Ultimate Club Power, Ranked

Damage: 1d4+1 Bludgeoning (1H), 1d6+1 Bludgeoning (2H)

Properties: Club, Light, Versatile

Extra: Conjure Shadow Lantern Wraith (6th-Level Necromancy)

Upon reaching the Moonrise Towers, players will eventually come across the laboratory of the renowned spellcaster, Balthazar. At this stage of their Baldur's Gate 3 adventure, a Wizard like Gale can mention his ability to craft a modified Moonlantern using the Dead Pixie and the Broken Moonlantern. If successful in a challenging Arcana Check with a DC of 30, players will obtain the elusive Shadow Lantern, one of the game's rarest items.

The Lantern itself inflicts a standard 1d4+1/1d6+1 Bludgeoning damage as a versatile Club. However, its unique aspect lies in its ability to summon a Shadow Lantern Wraith, resembling the Shadow Wraiths encountered in the Mountain Pass. In addition to receiving a formidable ally, the Shadow Lantern's appearance complements any dark or gritty Multiclass selection.

Baldur's Gate 3 is currently available on PC with a MacOS and PS5 release slated for September 6, 2023.