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24 lines
1.3 KiB
Markdown
24 lines
1.3 KiB
Markdown
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---
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obsidianUIMode: preview
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cssclasses: json5e-item
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tags:
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- compendium/src/5e/dmg
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- item/attunement/required
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- item/rarity/rare
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- item/tier/major
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- item/weapon/simple/melee
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aliases: ["Mace of Terror"]
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---
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# Mace of Terror
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*Melee Weapon, major, rare (requires attunement)*
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- **Damage**: 1d6 B
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- **Properties**: Requires Attunement
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- **Cost**: ⏤
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- **Weight**: 4.0 lbs.
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This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) of you for 1 minute. While it is [frightened](rules/conditions.md#frightened) in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the [Dash](rules/actions.md#Dash) action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the [Dodge](rules/actions.md#Dodge) action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
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The mace regains `1d3` expended charges daily at dawn.
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*Source: SRD / Basic Rules*
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