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 of you for 1 minute. While it is 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 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 action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Frightened, Damage, Control, Debuff, Combat, Sap
I like that this item doesn't state "safe movement". So creatures are forced to give up opportunity attacks to creatures as they run away.
This works great with oath of conquest
Yoink for my campaign!!!
Re-flavoring this to a baton for a corrupted police captain in my game that uses scare tactics to control everyone. :)
How does 1d3 work?
Roll D6
1-2 = 1
3-4 = 2
5-6 = 3
:)
So damage from the mace. Is it considered a +1 weapon?