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Maces

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Maces Maces are a type of one-handed simple melee weapon. The following are some base attributes common to most maces, although special or magical variants may be significantly different. For the most common, nonmagical type of this weapon, see Mace. Further down below, you can find a list of all maces in the game.

Properties

Damage
Details
 One-Handed
 Melee: 1.5 m / 5  ft
Dippable Dippable

Actions[edit source]

Proficiency Icon.png If you have proficiency, equip in main hand to gain:

Concussive Smash Concussive Smash ()

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

List of maces

Weapon Enchant. Damage Damage Type Weight Price Special


Crude Mace

1d6

Bludgeoning

1.8 kg
3.6 lb

30


Deva Mace

1d6
4d8

Bludgeoning
Radiant

1.8 kg
3.6 lb

30


Mace

1d6

Bludgeoning

1.8 kg
3.6 lb

30


Rusty Mace

1d6

Bludgeoning

1.8 kg
3.6 lb

3


Ceremonial Mace

+1

1d6 + 1

Bludgeoning

1.8 kg
3.6 lb

40


Loviatar's Scourge

1d6
1d6

Bludgeoning
Necrotic

1.8 kg
3.6 lb

370
Willing Whip
Grants Resistance to Damage TypesNecrotic, and deals additional 1d6Damage TypesNecrotic damage to everyone nearby including the wielder.


Mace +1

+1

1d6 + 1

Bludgeoning

1.8 kg
3.6 lb

40


Xyanyde

+1

1d6 + 1

Bludgeoning

1.8 kg
3.6 lb

330
Xyanyde's Fire
Once per Short Rest, you can encase a target in Faerie Fire Faerie Fire for 2 turns if you miss an attack against it.


Adamantine Mace

+1

1d6 + 1

Bludgeoning

1.9 kg
3.8 lb

190
Diamondsbane
If an adamantine weapon hits an object, the hit is always critical.
Lethal Weapon
This weapon ignores resistance to Damage TypesBludgeoning damage.


Infernal Mace

+2

1d6 + 2
3

Bludgeoning
Poison

1.8 kg
3.6 lb

190
Infernal Weapon
On a hit, this weapon deals an additional 3Damage TypesPoison damage and can possibly Poison Poison its target.


Mace +2

+2

1d6 + 2

Bludgeoning

1.8 kg
3.6 lb

95


Shattered Flail

+2

1d6 + 2

Bludgeoning

1.8 kg
3.6 lb

190
Yeenoghu's Gift
Hitting an enemy with this weapon heals the wielder for 1d6hit points - but they can go Mad Mad if they don't continue hitting an enemy each turn.

Healing through this item doesn't trigger other passives that react to healing.


Handmaiden's Mace

+2

1d6 + 2
1d6

Bludgeoning
Poison

1.8 kg
3.6 lb

480

  • Set the wearer's Strength score to 18. The enchantment has no effect if their Strength score is higher without it.


Devotee's Mace

+3

1d6 + 3
1d8

Bludgeoning
Radiant

1.8 kg
3.6 lb

640

Main Hand Only

Healing Incense Aura Healing Incense Aura ()
Emanating a soothing aura, You and nearby allies regain 1d4hit points at the start of your turn ( Recharge: Long rest.)


The Blood of Lathander

+3

1d6 + 3

Bludgeoning

1.8 kg
3.6 lb

640
Lathander's Blessing
Once per Long Rest, when your hit points are reduced to 0, you regain 2d6hit points. Allies within 9 m / 30 ft also regain 1d6hit points.
Lathander's Light Lathander's Light
Sheds holy light in a 6 m / 20 ft radius. In combat, fiends and undead standing in the light are Blinded Blinded if they fail a DC 14 Constitution throw.
Sunbeam Sunbeam ()
Cast as a level 6 spell ( Recharge: Long rest.)

Legacy content

    (None)

External links[edit | edit source]

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