Flame Tongue Greatclub
D&D 5e · 2024·Weapons·Rare·Requires attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
55%
Expected damage / attack
4.35
Attack bonus
+5
Average normal hit: 7.5 · Average critical hit: 12 · Critical chance: 5%.
- Category
- Simple weapon
- Damage type
- Bludgeoning
- Reach
- 5 ft.
- Magic attack bonus
- +0
- Weight
- 10 lb
- Attunement
- Required
- Rarity
- Rare
- Price
- Not specified
Magic: Displayed damage is before applicable ability modifiers. Conditional extra damage applies only when its trigger and target requirements are met.
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
What Flame Tongue Greatclub does
- Strength can drive this simple weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 1d8 weapon damage averages 4.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
- This weapon needs two hands when you attack, so a wielded shield conflicts with that attack setup.
- The extra damage is conditional: while ablaze. Enable it only when that condition is met; otherwise compare the weapon’s ordinary hit.
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40- foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon. This is the Greatclub variant.
Full item details & properties
Magic properties
- Activation
- Bonus Action and command word while holding to ignite or extinguish.
- Consumable
- No
- Conditions & limits
- Displayed damage is before applicable ability modifiers. Conditional extra damage applies only when its trigger and target requirements are met.
- Flames
- Bright Light 40 ft.; additional Dim Light 40 ft. Flames end when extinguished, dropped, stowed, or sheathed.
Weapon details
- Damage
- 1d8 bludgeoning
- Weapon class
- Simple Melee
- Damage while ablaze
- 1d8 bludgeoning + 2d6 fire
Properties
Two-Handed
A Two-Handed weapon requires two hands when you attack with it.
Weapon mastery
Push
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
You need a feature, such as Weapon Mastery, that unlocks this property for you.
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Weapon of Warning (Greatclub)4.35 expected damage / attack55% hit chance1d8 bludgeoning · +0 magic attack · 5 ft. reachNot specified · 10 lbSame base weapon; compare its bonuses and rarity
Flame Tongue Battleaxe4.35 expected damage / attack55% hit chance1d8 slashing · +0 magic attack · 5 ft. reach · Conditional extra damage; see rulesNot specified · 4 lbUses the same attack ability; compare handling and damage
Flame Tongue Club3.15 expected damage / attack55% hit chance1d4 bludgeoning · +0 magic attack · 5 ft. reach · Conditional extra damage; see rulesNot specified · 2 lbUses the same attack ability; compare handling and damage
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Flame Tongue Greatclub FAQ
Does Flame Tongue Greatclub require attunement?
Yes. You need to attune to this item to use the properties that require attunement.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.