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BODK1N

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BODK1N

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About this mod

This mod aims to make greatclubs more unique and more viable in BG3. Raises damage and allows use of Great Weapon style and feat, along with unlocking Shillelagh.

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This mod aims to make Greatclubs more viable & unique in BG3.

By default these weapons do a measly 1d8, same as a 2-handed Quarterstaff, while weighing the same as a maul and being locked to 2 hands....

Vanilla Greatclubs also are not allowed for use with Shillelagh or Great Weapon Fighting/Master.
This is a pretty bad oversight carried over from 5E with no good explanation besides being a simple weapon, which I find to be pretty cringe personally.

This mod fixes this with the following:

1) Greatclub damage die is now 3d4, bringing it in line with the 2d6 of Maul and 1d12 of Greataxe. You get more consistency with a minimum damage of 3, but are far less likely to get max damage rolls as a tradeoff.
Max Dmg Roll Chance

Greataxe = 1/12 (8.3%)

Maul = 1/36 (2.8%)

Greatclub = 1/64 (1.6%)

If you do the math, getting anything greater/lower than 5-8 damage is quite unlikely at 3d4. Greataxe will be far more likely to do very high amounts of damage, as will Maul to a lesser extent, but the Greatclub will be middle of the road most of the time.

2) Great Weapon Master now works with Greatclubs because they are "Heavy", so you can get the fat +10 damage. Same for GW Fighting Style.

3) Shillelagh now works with Greatclubs (3d4+WIS).



4) Most Greatclubs get the Morningstar's "Heartstopper" move, which allows the user to make the enemy lose their next 2 actions.
NOTE: Some unique greatclubs get "Back Breaker" of maul in vanilla. This is kept and heartstopper isn't added to these


5) The unique greatclubs have been buffed for both flavor and end-game viability. All changed to 'legendary' rarity because why not.

  • Rat Bat: 
  • Now +2
  • Chance to apply BLEEDING. CON save of 12
  • Advantage on Animal Handling and Intimidation skill checks
  • Now correctly displays the extra 1d6 piercing damage that this weapon does (even in vanilla, just doesn't say)
Found in The Waning Moon by the bar


  • Argument Solver: 
  • Now +2
  • Now does an extra 1d6 poison damage
  • Chance to apply POISONED. CON save of 8, easy save to prevent it from being OP.
  • Advantage on Medicine and Intimidation skill checks
Found in Moonrise Towers: Mig the Ogress' inventory but cannot be pickpocketed. Have to kill her to get it. 


  • Punch-Drunk Bastard: 
  • Now +2
  • Advantage on Performance and Intimidation skill checks
  • NOTE: Didn't really need it as this thing provides guaranteed advantage and AOE when drunk...pretty bonkers already.
Found in The Waning Moon in the back room


NOTE: Ignore all +2 acid damages here, had a ring on that did that.




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CHECK OUT MY OTHER MODS!

Equalized Armor - Look How You Want! --- https://www.nexusmods.com/baldursgate3/mods/2138/?tab=description
Makes all armors in a tier (light/med/heavy) share the same weight and AC so you don't have to compromise on AC for fashion

Arsenal Overhaul -- Weapon Viability Enhanced - https://www.nexusmods.com/baldursgate3/mods/2370
Reworks weapons types to be more viable and unique amongst each other.

Better Blade Ward -- https://www.nexusmods.com/baldursgate3/mods/3577
Makes Blade Ward more viable and useful

Throw and Unequip Warlock Pact & Shillelagh Weapons -- https://www.nexusmods.com/baldursgate3/mods/3579
This mod allows Pact and Shillelagh weapons to be unequipped, allowing you to easily bind a new weapon without waiting for long rest, or throw your bound weapon if it is capable of doing so.

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INSTALLATION
https://bg3.wiki/wiki/Guide:Installing_Mods