Summary

Despite their rather simple appearance, theClubremains one of the best methods of dealing Bludgeoning Damage inBaldur’s Gate 3. Oftentimes considered a preferred weapon of martial classes such as the Fighter and the Barbarian, some of the most efficientBaldur’s Gate 3Clubs offer upgraded firepower and a myriad of effects that can jumpstart a player’s performance in combat.

However, with the three-act experience offering fans and newcomers toD&Daccess 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.

Plague-Green Torch

Updated June 25, 2025 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.

Twisting Branch

1d4 Bludgeoning +1d4 Fire

Skills

Concussive Smash

While it’s true that a Torch like thePlague-Green Torchcan be one ofthe 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.

Cultist Brand

1d4 Bludgeoning

If there’s anything fans ofBaldur’s Gate 3may love about the game’s visuals compared toLarian Studios' previousDivinity: 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 theTwisting Branch.

Lantern

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.

The Cult of the Absolute is an essential faction inBaldur’s Gate 3lore, 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.

Moonlantern

If players acquire theCultist Brandin 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.

Whilethe Shadow Lantern is among the more worthwhile loot to acquire before entering Act 3ofBaldur’s Gate 3, one shouldn’t sleep on the basicLantern. 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.

Whipping Cane

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.

1d4 Bludgeoning (1H), 1d6 (2H)

Salami

Moonshield

Quest items like theMoonlanternare a staple in fantasy RPGs likeBaldur’s Gate 3, with the item a necessary inclusion in the player’s arsenal formuch 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.

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.

Torch

8Whipping Cane (Common)

Simple Weapon With A Brutal Visual

At first glance, the Club as aBaldur’s Gate 3weapon 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 theWhipping 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 toother long-ranged weapons, being able to Dip this weapon into surfaces does add some versatility to its overall damage capacity.

Club +1

7Salami (Common)

Food, Torch, And Weapon All In One

It’s not every day that a player enjoying theirBaldur’s Gate 3gameplay can encounter a weapon that doubles as a weapon, and yet theSalamidoes 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 onthe Versatile Weapon concept.

Ironwood Club

6Torch (Common)

Illuminate Dark Areas While Dealing Damage

At first glance, theTorchinBaldur’s Gate 3gameplay seems rather useless, especially if players have bright weapons or Darkvision. However,in low-level playswhere 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, theD&Dadaptation 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.

5Club +1 (Uncommon)

Extra Damage Counts For The Simple Weapon

Given the rather weak base attack of the Club as a weapon inBaldur’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 forClub +1, as the +1 Weapon Enchantment boosts not just overall Damage but Attack as well.

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 haveaccess to their Illithid Powers.

4Ironwood Club (Uncommon)

Extra Shillelagh Damage Buff Can Help Casters

Players who want a straightforward Club in theirBaldur’s Gate 3playthrough can’t go wrong with theIronwood 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 weapona godsend for spellcasterswho 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.