Dungeons and Dragons Wiki
Advertisement
This material is published under the OGL

Weapon Group (Maces and Clubs) [General][]

You understand how to use maces and clubs.

Benefit: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, quarterstaff, sap, and warmaceCW (two-handed use).

Normal: When using a weapon with which you are not proficient, you take a −4 penalty on attack rolls.

Special: If you use the Complete Warrior, this weapon group also includes the warmace (two-handed use).

Barbarians, bards, clerics, fighters, monks, paladins, rangers, and rogues may select Weapon Group (maces and clubs) as one of their 1st-level Weapon Group proficiencies.

A fighter may select Weapon Group (maces and clubs) as one of his fighter bonus feats.



Back to Main PageVariant RulesBuilding CharactersWeapon Group Feats

Padlock This page is protected from editing because it is distributed under the OGL. Please discuss possible problems or changes on the talk page.

Advertisement