Mauls in Baldur's Gate 3 are pieces of equipment that are used to inflict damage against hostile characters such as Enemies and Bosses. Mauls are Two-Handed Martial Weapons in BG3 that can only be two-handed, dealing 2-12 Damage without enchantments. They have a range of 1.5m, and they deal Bludgeoning Damage, though some special Mauls also deal another type of Damage as well.
Many Mauls have unique properties, so you should read carefully what these do, and many also have Weapon Actions that can only be used if you are Proficient with Mauls in BG3. These Weapon Actions are Backbreaker and Concussive Smash.
All Mauls in Baldur's Gate 3
Name |
Damage |
Special Properties |
Weapon Actions |
|---|---|---|---|
|
2d6 |
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|
2d6 |
Edge of Terror: Each strike fills the target with a chilling dread that prevents it from regaining hit points. Undead creatures also get Disadvantage on Attack Rolls.
|
|
|
2d6 |
Shockwave: When the wearer jumps, they deal 1d4 Thunder damage in a 3m radius upon landing. |
|
|
2d6 +1 |
|
|
|
2d6 +1 |
Steadfast Strike: Slam into a foe, preventing them (and yourself) from being moved involuntarily.
|
|
|
+1d4 |
|
Grand Slam |
|
2d6 +2 |
Lethal Weapon: This weapon ignores Bludgeoning Resistance.
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Anonymous



People always want to wield greatswords but mauls can do comparable damage (2d6 vs 1d12) and bludgeoning damaging is often more useful against armored enemies than slashing damage from swords. You also get Tenacity with mauls which will allow you to still apply damage if you miss.
IRL late medieval knights also often favored war hammers over swords since swords were ineffective against heavily armored enemies, and could break in a battle and required sharpening. That's probably why in BG3 paladins start with a hammer, not a sword
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