Hammer of Thunderbolts (Maul)
D&D 5e · 2024·Weapons·Legendary·Requires attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
60%
Expected damage / attack
6.95
Attack bonus
+6
Average normal hit: 11 · Average critical hit: 18 · Critical chance: 5%.
- Category
- Martial weapon
- Damage type
- Bludgeoning
- Reach
- 5 ft.
- Magic attack bonus
- +1
- Weight
- 10 lb
- Attunement
- Required
- Rarity
- Legendary
- Price
- Not specified
Magic: Weapon damage is before applicable ability modifiers; extra effects require the stated conditions.
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 Hammer of Thunderbolts does
- Strength can drive this martial weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 2d6 +1 weapon damage averages 8 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.
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30. This is the Maul variant.
Full item details & properties
Magic properties
- Activation
- Spend 1 charge to hurl a ranged attack at 20/60 ft.
- Consumable
- No
- Attack Rolls
- +1. Default with this weapon; obey any stated target-dependent replacement.
- Damage Rolls
- +1. Included in displayed default damage; add the applicable ability modifier separately.
- Conditions & limits
- Weapon damage is before applicable ability modifiers; extra effects require the stated conditions.
- Charged throw
- 1 charge: hurl at 20/60 ft.; returns after hit or miss. On hit, target and all creatures within 30 ft. except you save Constitution DC 17 or Stunned until end of your next turn; audible 300 ft.
- Giant's Bane prerequisite
- Extra benefits require attunement to this weapon and wearing either Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned; not both items.
- Conditional giant benefits
- With that prerequisite: attack d20 20 against a Giant forces Constitution DC 17 or death; the Strength granted by the worn item increases by 4, maximum 30.
Charges & recharge
- Maximum charges
- 5
- Recharge
- 1d4 + 1 expended charges, daily at dawn
Weapon details
- Damage
- 2d6 + 1 bludgeoning
- Weapon class
- Martial Melee
Properties
Heavy
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed
A Two-Handed weapon requires two hands when you attack with it.
Weapon mastery
Topple
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
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
Giant Slayer (Maul)6.95 expected damage / attack60% hit chance2d6 +1 bludgeoning · +1 magic attack · 5 ft. reach · Conditional extra damage; see rulesNot specified · 10 lbSame base weapon; compare its bonuses and rarity
Hammer of Thunderbolts (Warhammer)5.33 expected damage / attack60% hit chance1d8 +1 bludgeoning · +1 magic attack · 5 ft. reachNot specified · 5 lbUses the same attack ability; compare handling and damage
Luck Blade (Glaive)5.98 expected damage / attack60% hit chance1d10 +1 slashing · +1 magic attack · 10 ft. reachNot specified · 6 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.
Hammer of Thunderbolts FAQ
Does Hammer of Thunderbolts 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.