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Weapon Group (Maces and Clubs)


(Unearthed Arcana, page 96, DnD 3.5)


[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 warmaceW (two-handed use).

Special


If you use the Arms and Equipment Guide, this weapon group also includes the maul.

Normal


When using a weapon with which you are not profi - cient, you take a -4 penalty on attack rolls.