Maul (D&D)

The Maul is a simple two-handed weapon type in the Table Top Roleplaying Game(TTRPG) Dungeons and Dragons as of the current fifth edition rules. Dealing 2d6 bludgeoning damage alongside the player character's Strength modifier as damage on hit[1].
History in Reality
Throughout history, the maul was a very versatile tool, having no primary usage and a multitude of designs. Most recently, the spike maul was a tool for manually placing railroad spikes into the ground to affix railroad tracks. Sporting a short handle with a long and thin head, it is most typically used in a group of workers to be as efficient as possible[2]. The splitting maul is a variation of a splitting axe, still having a typical axe blade on the front. The splitting maul differentiates itself by having much more mass in the head and a wider blade. Typically used to split larger/tougher pieces of wood and trees that a lighter splitting axe would have trouble with. As a weapon, the Maul was found depicted in manuscripts dating back to the 1200s as enormous mallets with long shafts, usually sporting pyramidal spikes on each face for extra damage. More colloquially known as a war hammer, both in that time and in the present time, the maul was used as an alternative to the mace, which was a more popular tool. This was because the maul was a specialized tool for facing against armour, while the mace was simpler and versatile[3].
History In D&D
In the official releases of Dungeons and Dragons, the maul as a weapon was completely absent from the first edition of the game[4].The Maul's first appearance in an official release was in edition 3.5 of the Player's Handbook. In which the basic version of the weapon cost 12 gold pieces, dealt either 1d6 or 1d8 bludgeoning damage on hit and had a weight of five pounds. The Maul was also classified as a two-handed martial weapon, which meant the character using it could become proficient with it and add their proficiency bonus to attack rolls made with the weapon[5]. After four years, the Maul was transferred into edition 4 of the Player's Handbook, where it received some changes. Now dealing 2d6 bludgeoning damage on hit, weighing 12 pounds and changing classification from a two-handed martial weapon to a two-handed military weapon. This meant that the character using the maul needed to be trained in how to use it and, as a result, could add a flat proficiency bonus of 2 to their attack rolls instead of the character's proficiency bonus[6]. In the latest edition, the Maul reverted a lot of changes back to its third edition, with it now being a martial two-handed melee weapon weighing 10 pounds again. What stayed the same from edition 4 was the bludgeoning damage dealt by the weapon, with the small change of the player character's Strength modifier being added on to the final amount[1].
Maul Variants
In edition 5 of the Dungeon Master's Guidebook, it outlines several variants of the basic maul, following a rarity system that outlines how powerful and expensive each variant should be. The basic Maul is a common variant. There exist versions of the basic maul at each rarity level above common(Uncommon, rare and very rare), each adding one point more than its lower rarity counterpart to both attack and damage rolls. Notable variants include the rare Flame-Tongue Maul, which grants the Player character the ability to use a bonus action to engulf the damage-dealing part of the weapon in flames, adding an extra 2d6 fire damage on hit and providing bright light in a 40-foot circle around the Player character. The rare Vicious Maul, which, upon a crit, adds an extra 7 bludgeoning damage to the damage roll. The rare Giant Slayer Maul adds 2d6 bludgeoning damage to the damage roll when used against a giant-type enemy. Finally the very rare Nine-Lives Stealer Maul which upon a crit on a creature with less than 100 hit-points can force the creature to make a Wisdom saving throw with a DC of 15, upon a failed save the creature instantly dies and a charge(the number of which is randomly decided through a 1d8+1 roll when this weapon is acquired) is deducted from the weapon. When the weapon is out of charges, it instead acts as a typical, very rare maul variant[7]
Depictions in Popular Campaigns
In the popular D&D Internet show, Critical Role, Player Travis Willingham has two characters, Grog Strongjaw and Chetney Pock O'Pea, who frequently use Mauls as weapons. Grog Strongjaw, being a notable example, is a main character in the TV show Vox Machina. The show also features homebrewed variants of mauls, such as the Holy Thunder Maul and the Pyremaul.
[1]References
- ↑ 1.0 1.1 1.2 Mearls, Mike; Crawford, Jeremy, eds. (2014). Players handbook. Dungeons & dragons. Renton: Wizards of the Coast LLC. ISBN 978-0-7869-6560-1. Search this book on
- ↑ Marras, William S.; Rockwell, Thomas H. (1986-06-01). "An Experimental Evaluation of Method and Tool Effects in Spike Maul Use". Human Factors. 28 (3): 267–281. doi:10.1177/001872088602800303. ISSN 0018-7208.
- ↑ Oakeshott, Ewart (2012). European Weapons and Armour: From the Renaissance to the Industrial Revolution. Boydell Press. ISBN 978-1-84383-720-6. Search this book on
- ↑ 4.0 4.1 Gygax, Gary (1978). Advanced dungeons & dragons, players handbook: special reference work: a compiled volume of information for players of Advanced dungeons & dragons, including, character races, classes, and level abilities; spell tables and descriptions; equipment costs; weapons data; and information on adventuring. Lake Geneva, WI : [New York]: TSR Hobbies ; Distributed in the U.S. by Random House. ISBN 978-0-935696-01-1. Search this book on
- ↑ Wizards of the Coast, Inc, ed. (2000). Dungeons & dragons hardcover publications. Renton, WA: Wizards of the Coast. ISBN 978-0-7869-1550-7. Search this book on
- ↑ Heinsoo, Rob; Collins, Andy; Wyatt, James; Crawford, Jeremy, eds. (2010). Rules compendium: roleplaying game core rules. Renton, WA: Wizards of the Coast. ISBN 978-0-7869-5621-0. Search this book on
- ↑ Mearls, Mike; Crawford, Jeremy, eds. (2014). Dungeon master's guide. Renton, WA: Wizards of the Coast. ISBN 978-0-7869-6562-5. Search this book on
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