Maces in Baldur's Gate 3 are pieces of equipment that are used to inflict damage against hostile characters such as Enemies and Bosses. Maces are traitless Simple Weapons in BG3 that can be one-handed, dealing 1-6 Damage without enchantments. They have a range of 1.5m, and they deal Bludgeoning Damage, though some special Maces also deal another type of Damage as well.
Many Maces 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 Maces in BG3. This Weapon Action is Concussive Smash.
All Maces in Baldur's Gate 3
Name |
Damage |
Special Properties |
Weapon Actions |
---|---|---|---|
|
1d6 Bludgeoning |
None | |
|
+4d8 Radiant |
None | Concussive Smash |
|
1d6 Bludgeoning |
None | Concussive Smash |
|
1d6 Bludgeoning |
None | Concussive Smash |
|
1d6 +1 Bludgeoning |
Weapon Enchantment +1 | |
|
1d6 Bludgeoning +1d6 Necrotic damage (Conditional) |
Willing Whip: Grants resistance to Necrotic damage. Resistance to Necrotic damage. |
|
|
1d6 +1 Bludgeoning |
Weapon Enchantment +1 | |
|
1d6 +1 Bludgeoning |
Weapon Enchantment +1 Xyanyde's Fire: Chance to encase its target in a sinister Faerie Fire, granting Advantage on Attack Rolls against the target. |
|
|
1d6 +1 Bludgeoning |
Weapon Enchantment +1 Diamondsbane: If an adamantine weapon hits an Lethal Weapon: This weapon ignores Bludgeoning |
Concussive Smash |
|
1d6 +2 Bludgeoning |
Weapon Enchantment +2 Infernal Weapon: On a hit, the affected entity deals an additional 3 Poison damage and can possibly Poison its target. |
|
|
1d6 +2 Bludgeoning |
Weapon Enchantment +2 Yeenoghu's Gift: Dealing damage with this weapon heals the wielder for 1d6 hit points and instills them with an insatiable hunger - they can go Mad if they do not deal damage each turn. |
|
|
1d6 +2 Bludgeoning +1d6 Poison damage |
Weapon Enchantment +2 Increases the wearer's Strength to 18. The enchantment has no effect if their Strength score is higher without it. |
|
|
1d6 +3 Bludgeoning +1d8 Radiant |
Weapon Enchantment +3 |
|
|
|
Weapon Enchantment +3 Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2~12 hit points. Allies Within 9m also regain 'l ~6 hit points. Lathander's Light: Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are Blinded, unless they succeed a Constitution Saving Throw. Sunbeam (Lvl 6 Evocation Spell) |
- Anonymous
Can confirm the Deva Mace, if you go to the stormshore Tabernacle and have any character interact with the chests in the basement, they will be given a curse. The chests have any money you offered and a unique amulet. If you have a character use remove curse on whoever interacted with the chests it will cure the condition and spawn a Deva that will attack you. If you kill and long rest a pouch will spawn where its body was with the mace. You can pick up the body and drop it at camp before long resting to make it easier. It is pretty broken and likely a bug because it out damages most weapons in the game including legendaries. But if you want to screw around for fun its really strong.
- Anonymous
Deva Mace - 1d6 bludgeoning + 4d8 radiant damage, drops from Deva. The NPC in buggy in general, and doesn't drop any items, but when you return after a long rest there'll be a pouch on the ground. Playing on Patch #1 update.
When you steal the necklace that puts the curse on you, use a paladin’s Lay on Hands on the cursed character. Two Deva’s spawn, each wielding a mace. Etc.
0
+10
-1