Gear Guide: DnD 5e Magic Clubs for Every Tier of Play

One of the most fun and obvious ways to bolster your character’s rolls is to outfit them with the latest and greatest magic weaponry.

Magic weapons offer more stat boosts and abilities than their nonmagical counterparts. Magical weapons also get through resistance to damage from nonmagical sources since they’re magical.

In this article, we’ll look at the rules for attuning to magic weaponry and then cover the enchanted clubs you can choose from in the Fifth Edition.

There are some special rules that you have to follow when you’re using magical weaponry, though. It would be inconceivable to hand out bonus abilities without effort or drawback.

Luckily, the only fault one might encounter regarding magic weapons is the prospect of being cursed, but we’ll cover that later.

First, let’s talk about Attunement. Attunement is the process by which a creature communes with a magic item and gains access to its magical abilities.

Let’s start by looking at the errata rules for Attunement; then, we’ll break down what those rules mean.


Some magic items require a creature to form a bond with them before their magical Properties can be used. This bond is called attunement, and certain items have a prerequisite for it.

If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a Spellcasting class, a monster qualifies if it has Spell Slots and uses that class’s spell list.)

If the prerequisite is to be a Spellcaster, a creature qualifies if it can cast at least one spell using its Traits or features, not using a magic item or the like.

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise.

For example, a magic Shield that requires attunement provides the benefits of a normal Shield to a creature not attuned to it but none of its magical Properties.

Attuning to an item requires a creature to spend a Short Rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties).

This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the Short Rest is interrupted, the attunement attempt fails.

Otherwise, at the end of the Short Rest, the creature gains an intuitive understanding of how to activate any magical Properties of the item, including any necessary Command words.

An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first.

Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one Ring of Protection at a time.

A creature’s attunement to an item ends if the creature no longer satisfies the Prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item.

A creature can also voluntarily end attunement by spending another Short Rest focused on the item, unless the item is Cursed.

So, for starters, you’ll need to ensure that you meet the minimum requirements for Attuning to your weapon of choice.

For instance, the Armblade can only be Attuned to a Warforged character. Other characters cannot gain the benefits of the Armblade or access its magical powers.

Luckily, the breadth of clubs with prohibitive requirements is few and far between.

Once you’ve ensured that you can attune to your club, you need to spend a Short Rest—yes, the whole Short Rest—in physical contact with the item and thinking about it very deeply.

You need to spend 4 hours making sweet, passionate love to your club, just like Nikola Tesla did to that pigeon.

Only one person can attune to a magic item at a time. So you can’t non-monogamously share your club with your allies.

Once you’ve licked it, it’s yours until you decide you don’t want it anymore or otherwise break your attunement.

Unfortunately, as we’ve alluded to, magic items don’t mate for life.

If you are more than 100 feet away from your club for 24 hours, suddenly fail to meet the prerequisites (such as when afflicted with a curse,) or have a long, hard, 4-hour come-to-Jesus talk with your club about how your relationship just isn’t working out, attunement will end.

Wearing and Wielding Items

Using a magic item’s Properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger.

Magic armor must be donned, a Shield strapped to the arm, and a cloak fastened about the shoulders. A weapon must be held.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.

Rare exceptions exist. If the story suggests a good reason for an item to fit only Creatures of a certain size or shape, you can rule that it doesn’t adjust.

For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.

When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a Yuan-ti with a snakelike tail instead of legs can’t wear boots.

We don’t think we really needed to include this blurb, but we did just in case anyone missed it. The relevance to the clubs is simply that people with no hands, tentacles, or other grappling extremities cannot wield clubs.

No, you cannot wield it with your teeth. No, you cannot wield it with your feet. (I, as a DM, however, would allow you to strap the club to your leg and use it that way…)

What Are My Options for Magic Clubs?


Weapon (any one-handed melee weapon), common (requires attunement by a Warforged)

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can’t use that hand for other purposes.

Corpse Slayer

Weapon (any), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Hellfire Weapon

Weapon (any), uncommon

This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot radius.

Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).

Ruidium Weapon

Weapon (any), very rare (requires attunement)

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

  • You can breathe water.
  • You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a Ruidium Weapon becomes a +2 Weapon.

Vicious Weapon

Weapon (any), rare

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

Weapon of Warning

Weapon (any), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls.

In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep.

The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Weapon +1

Weapon (any), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Weapon +2

Weapon (any), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Weapon +3

Weapon (any), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Final Thoughts

As you move from location to location and collect the spoils of your adventures, you’re bound to come across magic items. So, it only makes sense to want to make the most possible use out of the weaponry you’ve found.

We hope you’ve found your perfect match to go out clubbing with.

As always, the most important thing about any game is that the participants are having fun.

If you haven’t found the club you’re looking for on this list, don’t be afraid to homebrew your clubs! It’s worth the extra time to improve your experience within the game!