Maul
D&D 5e · 2024·Weapons·No 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
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
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
Vicious Maul10.05 expected damage / attack55% hit chance2d6 bludgeoning + 2d6 bludgeoning · +0 magic attack · 5 ft. reachNot specified · 10 lbSame base weapon; compare its bonuses and rarity
Battleaxe4.35 expected damage / attack55% hit chance1d8 slashing · +0 magic attack · 5 ft. reach10 GP · 4 lbUses the same attack ability; compare handling and damage
Club3.15 expected damage / attack55% hit chance1d4 bludgeoning · +0 magic attack · 5 ft. reach1 SP · 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.
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.