Maul
The Maul is a heavy, two-handed martial weapon in Baldur's Gate 3 that deals bludgeoning damage and suits Strength-focused frontline characters.
Key Takeaways
Heavy two-handed bludgeoning weapon
The Maul is a Martial melee weapon with the Heavy and Two-Handed properties, dealing 2d6 bludgeoning damage before other bonuses or effects.
Requires Martial Weapon Proficiency
Characters need Martial Weapon Proficiency to use the Maul effectively; it does not have an ordinary Strength or Dexterity minimum requirement.
Strong base weapon damage
Its 2d6 damage die gives the Maul a substantial base hit for a nonmagical weapon, while its bludgeoning type can matter against targets with relevant resistances or vulnerabilities.
Two-handed commitment
Because the Maul is Two-Handed, wielding it occupies both hands and prevents using a shield or an off-hand weapon alongside it.
Variants can improve its enchantment
Maul variants with higher enchantment bonuses can improve attack and damage rolls, but those bonuses are separate from the weapon's base 2d6 damage die.
Comparable to other heavy two-handers
The Greatsword fills a similar Heavy, Two-Handed role with the same 2d6 base damage die; the Maul's defining difference is its bludgeoning damage type rather than slashing damage.
Overview
Maul is a standard two-handed Martial melee weapon in Baldur’s Gate 3, built for characters who want heavy bludgeoning attacks without relying on a named weapon’s special identity.
The Maul occupies the straightforward heavy-weapon role: it is a close-range option for a proficient Martial character who is prepared to commit both hands to a single weapon. Its defining identity is blunt physical impact rather than finesse, reach, thrown use, or a built-in spell. That makes it relevant to strength-focused melee characters while remaining a conventional equipment choice rather than a story-specific reward.
Unlike a Greatsword or Greataxe, the Maul’s main distinction is its bludgeoning damage type. That difference can matter when an enemy’s resistances, vulnerabilities, or physical defenses make one damage type preferable, but it does not by itself make the Maul universally superior to other two-handed weapons. Its practical value depends on the character’s proficiency, ability scores, feats, and available item effects.
The weapon also supports the close-range control role associated with heavy Martial weapons. Its weapon actions can reward committing to an attack at melee distance and may provide more tactical value than simply making repeated basic attacks, although the exact decision depends on the character’s action economy and the target’s condition. The Maul therefore suits a player who wants a familiar, direct melee tool rather than a weapon defined by a complicated passive.
As a generic weapon, Maul is encountered as part of normal equipment progression through loot and merchants rather than as one singular, canonical item with a fixed quest route. Individual examples can differ through enchantment or additional effects, so the weapon name alone does not identify every version available in the game. This page concerns the ordinary weapon category and should not be read as a reference to a named or legendary variant.
Statistics
This game publishes dice damage rather than 0–100 bars, so the verified damage, enchantment, weight and value are listed instead. Taken from the project's verified weapons database, not from generated text.
- Base Damage2d6
- Damage TypeBludgeoning
- RarityCommon
- Weight4.5 kg
- Value30 gp
- Entry TypeStandard / enhancement variant
Figures verified against Consolidated Game Weapons Database.
Compared to similar bludgeoning weapons
| Weapon | Base Damage | Damage Type | Enchantment | Weight | Value |
|---|---|---|---|---|---|
| Maul | 2d6 | Bludgeoning | — | 4.5 kg | 30 gp |
| Hamarhraft | 2d6 | Bludgeoning | — | 4.5 kg | 65 gp |
| Argument Solver | 1d8+1 | Bludgeoning | +1 | 4.5 kg | 65 gp |
| Dwarven Thrower | 1d8+2 | Bludgeoning | +2 | 2.7 kg | 770 gp |
| Faithbreaker | 1d8+1 | Bludgeoning | +1 | 2.7 kg | 300 gp |
Damage is the dice expression; weight and value are the game’s own figures. From Consolidated Game Weapons Database.
How to Obtain
- Act 1 access to the Emerald Grove or another weapon merchant; sufficient gold if purchasing.
- 01In Act 1, visit Arron, the trader in the Emerald Grove, and inspect his weapon stock for the ordinary Maul. If it is not listed, check another weapon merchant or ordinary loot; this generic weapon has no unique quest, boss, or fixed one-time pickup route.
- 02Purchase it when listed or take it from a container or enemy that happens to carry it. Merchant stock and incidental loot can vary, so no single acquisition is guaranteed.
Availability
Requires No ability-score requirement; Martial Weapon proficiency is relevant for effective use.
No separate DLC, NG+, difficulty, or mode gate is established for the ordinary Maul.
Mechanics and Handling
Maul is a committed two-handed melee weapon: its handling is built around close-range bludgeoning attacks rather than flexibility or defensive utility. It cannot be used with a shield or paired as a light off-hand weapon. Its ordinary attacks use the standard melee attack flow, while its weapon actions provide situational control rather than a separate resource system.
Heavy impact and positioning
The Maul’s two-handed format makes spacing and action commitment important. It is most comfortable when the wielder can remain in melee and exploit an opening, rather than when frequent weapon swaps or shield use are needed. Its bludgeoning damage is also relevant when the target’s defenses make that damage type preferable, but the weapon does not inherently apply a status effect or add a conditional damage rider.
Weapon actions
Mauls provide access to heavy-weapon actions such as Backbreaker and Concussive Smash. These attacks trade the normal attack option for attempts to disrupt an enemy—by creating a knockdown opportunity or impairing the target—so their value depends on the target’s saving throw, current position, and the party’s ability to capitalize on control. They are not guaranteed effects, and the base Maul has no unique passive, ammunition, reload, durability, or return mechanic.
Strengths, Weaknesses and Best Uses
Strengths
- The Maul’s two-handed 2d6 bludgeoning profile gives Strength-based martial characters a substantial single-hit damage die.
- Its Heavy property supports Great Weapon Master builds and rewards characters that can offset the feat’s attack penalty.
- Bludgeoning damage and melee weapon actions make it a straightforward frontline option that does not depend on Finesse or elemental effects.
Weaknesses
- Two-Handed prevents using a shield or a second weapon, reducing defensive or dual-wielding options.
- The Maul is not Finesse, so Dexterity-focused characters cannot use it as their primary weapon through Dexterity.
- Its Heavy property is a poor fit for Small characters because Heavy weapons impose disadvantage on their attack rolls.
Best uses
- Use it on a proficient Strength-based martial character who wants a simple two-handed melee weapon.
- Pair it with Great Weapon Master when the character has reliable ways to improve attack accuracy or exploit advantage.
- Choose it for a frontline role when shield defense, dual wielding, or Dexterity-based weapon use is not part of the build.
Compared With Similar Weapons
| Weapon | Base damage | Properties | Practical distinction |
|---|---|---|---|
| Maul | Heavy; Two-Handed | Blunt-damage option with the Topple weapon action. | — |
| Greatsword | Heavy; Two-Handed | Matches the Maul's damage dice but deals slashing damage and uses a different weapon-action set. | — |
| Greataxe | Heavy; Two-Handed | A heavy two-handed alternative with a different damage die and slashing damage. | — |
| Warhammer | Versatile | Trades the Maul's larger two-handed die for one-handed flexibility. | — |