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Maul

D&D 5e · 2024·Weapons·No attunement

Weapon damage
2d6 bludgeoning

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

5.85

Attack bonus

+5

Average normal hit: 10 · Average critical hit: 17 · Critical chance: 5%.

Category
Martial weapon
Damage type
Bludgeoning
Reach
5 ft.
Magic attack bonus
+0
Weight
10 lb
Attunement
Not required
Rarity
Nonmagical
Price
10 GP
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.

Using Maul

  • 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 weapon damage averages 7 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.
Martial melee weapon dealing 2d6 bludgeoning damage. Properties: Heavy, Two-Handed. Mastery: Topple; using it requires a feature that unlocks this mastery property.
Full item details & properties

Weapon details

Damage
2d6 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

BludgeoningToppleMartial WeaponMelee WeaponNo AttunementNonmagicalHeavy →Two Handed →Weapon →

Compare alternatives

Same edition, using your calculator inputs above. Special properties and character features can change the choice.

Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.

Maul FAQ

Does Maul require attunement?

No. This entry does not require attunement; follow its activation and use rules.

Is the listed price a guaranteed purchase price?

The listed price is a reference from this catalogue entry. Availability and the final price depend on your game and GM.

Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Equipment tables transcribed and visually checked by JustRoll; prices converted to GP; mechanics and tags structured for the catalogue; item summaries paraphrased by JustRoll. The original Open5e import snapshots are retained unchanged.

Creative Commons Attribution 4.0