Greatclub Shillelagh


Rules Questions


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Can you cast shillelagh on a greatclub?

If so, what would the damage be?

Grand Lodge

Lakesidefantasy wrote:

Can you cast shillelagh on a greatclub?

If so, what would the damage be?

A greatclub is not a club or a quarterstaff. It's a martial weapon, so it doesn't even use the same proficiency.


Thanks.


1 person marked this as a favorite.

You could try casting the spell on a large club and wielding that in 2 hands. But IIRC you'd suffer -2 to hit due to weapon sizing rules. 1d8 would become 3d6 with the spell cast on a large club.

Grand Lodge

Frankthedm wrote:
You could try casting the spell on a large club and wielding that in 2 hands. But IIRC you'd suffer -2 to hit due to weapon sizing rules. 1d8 would become 3d6 with the spell cast on a large club.

Not bad at all.


I've used it before on a greatclub. I don't know if it was legit or not, but the GM allowed it as well as letting my druid have proficiency in it. The damage was 2d8.


They really should have called it a "War Mallet" or something, because the idea that a greatclub isn't a "club" is just... it just feels so wrong.


Neo2151 wrote:
They really should have called it a "War Mallet" or something, because the idea that a greatclub isn't a "club" is just... it just feels so wrong.

Clubs just aren't 'great' enough. =p

And I think the earthbreaker is more of a 'war mallet' than a greatclub.


Neo2151 wrote:
They really should have called it a "War Mallet" or something, because the idea that a greatclub isn't a "club" is just... it just feels so wrong.

"Battlebat"? ;)

I get it though. A greatclub is a warrior's weapon not a cryptic priest of the forest. The word "club" really has nothing to do with it.


and apparently the use of a Greatclub is not "simple".

I've been having to use Shillelagh on a MW staff and swing that two handed. better than nothing.

Dark Archive

Lakesidefantasy wrote:
Neo2151 wrote:
They really should have called it a "War Mallet" or something, because the idea that a greatclub isn't a "club" is just... it just feels so wrong.

"Battlebat"? ;)

I get it though. A greatclub is a warrior's weapon not a cryptic priest of the forest. The word "club" really has nothing to do with it.

Then some Paladin would want "Excalabat!"


This post is the summation of several others that i read since i started wondering what else to do with a druid last year. Since this is recent i thought i'd share what i'd researched a little for druids. I always play one and wanted some melee damage, also was happy to read some of these layered suggestions somewhere else, and must share because druids sometimes feel "jack of all trades master of none". Just a thought on what you might be able to do: If you wild shape Dire Ape, use a Large staff to suit your new large size, cast Shillelagh Brambles and ... forgot name of third spell... Spikes or something, ride into battle on a rhino or something for fun, make sure you buff your strength, take feats Two-Weapon Fighting and Spirited Charge (they don't work together, they're just handy), and what else... charge in there. The idea is Shillelagh on a large staff is 3d6, Spirited charge doubles damage, and Brambles or Spikes (forget which one) doubles the crit range. So you get +1 attack for being higher on your mount, +2 for charge, strength buffs need to be researched elsewhere (Bite of the Were-etc series or just Magic of Faerun i think has a decent one... i think whatever). So the attack bonuses to Dire Ape strength give it a good chance to hit even without worrying about armor. The first hit off a charge would be 6d6 + ... maybe 10. crit 12d6 plus... maybe 20. And if you roll a ride check to use your knees you can use both ends of shillelagh on horseback or rhinoback :-P. Two Weapon feat lowers the penalty to -2/-2, and with all that strength you still have a decent chance to hit i hope. Therefore i dare say i might melee some one twice, constantly threatening 3d6 from both ends of the stick. Remember you only get half strength bonus on damage on the second (light weapon end) attack. Since I'll have Spirited Charge, i'll already have the pre-requisite Ride-by-Attack. Therefore just charge every round if an enemy can't catch you. As yet, i don't think the creature gets an attack with the rider in the same round. I think it's one or the other, but i have not yet lernt it in my soft brain. :-P I hope that 8th level will show that i'm fighting alongside fighters even though i'm a druid. You CANNOT animal growth yourself. And any DM that would allow it is going a little far. Yes there's a spell or feat that changes your type to animal, but it's still insane and maybe a mistake. By all means Growth your Animal Companion Mount who, with Link (which you automatically get) will have all the same STR. buffs as you've cast on yourself. That will make Trample and Gore attacks by the mount good. A DM that says an Ape cannot weild a staff or stick has not considered these three main points. 1 An ape can hold a stick, paintbrush, and fine tools. 2. An ape with a human mind inside (druid) could do much more. 3. This is D&D. oh and 4. With massive grip power, who needs an opposable thumb? I wouldn't. I'm tired of spending rounds summoning, Animal Growth, magic fang, fight over. hopefully die hard druids can join the fight someday.


Hey all,

This is my my first post; be nice.

I have a Fighter character who'll be multi-classing to be a Druid. Since Fighters ARE proficient with Greatclubs, I considered the weapon a particularly valuable option to my character, especially when combined with the Shillelagh spell.

I understand that, technically, it's NOT supposed to work because the spell does not specifically indicate Greatclub in it's description. I pose the following question in the event that my DM allows it for OUR Campaign:

If the damage progression for a club/quarterstaff is listed as:
1d8 > 2d6 > 3d6

Wouldn't the damage progression for a Greatclub be this?:
1d10 > 2d8 > 3d8

Thanks in advance,

:Byronus


Byronus wrote:


If the damage progression for a club/quarterstaff is listed as:
1d8 > 2d6 > 3d6

Wouldn't the damage progression for a Greatclub be this?:
1d10 > 2d8 > 3d8

Yes that looks correct.

This is the most accurate source I can find for progression of weapon damages starting at medium going to huge. Since I have yet to see a table for it specifically. it might be out there but i just don't know where... yet

From Improved natural attack:
Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.


Demjing "The Mage Breaker" wrote:


This is the most accurate source I can find for progression of weapon damages starting at medium going to huge. Since I have yet to see a table for it specifically. it might be out there but i just don't know where... yet

I came across my answer by utilizing Table 6-5 on page 145 of the Core Rulebook.

I noticed that the damage progression for a club/quarterstaff of "1d8 > 2d6 > 3d6" can be determined by using the same table twice:
1d8 Medium Weapon Damage transposed to Large Weapon Damage becomes 2d6;
2d6 Medium Weapon Damage transposed to Large Weapon Damage becomes 3d6

I used the same technique when deriving the Shillelagh Greatclub damage:
1d10 Medium Weapon Damage transposed to Large Weapon Damage become 2d8;
2d8 Medium Weapon Damage transposed to Large Weapon Damage becomes 3d8

I'm kind of new to Pathfinder, and I don't know if an expanded version of Table 6-5 that elaborates on higher Damage Ratings exists. I supposed it could be used as a de facto rule for these size increases. :)

Thanks for the help, Demjing. :D

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