Weapon (mace), very rare (requires attunement by a Cleric or Paladin)

This mace is a brutal instrument of oppression, forged in the service of Bane. Its head is crafted in the shape of a spiked iron gauntlet, the symbol of Bane, grasping a sphere that pulses with dark energy. The black iron handle is inscribed with runes of subjugation and is bound in chains, each link engraved with miniature symbols of tyranny and conquest. The mace emanates an aura of dread, instilling fear in those who would defy its wielder.

Magical Weapon. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Iron Will. While attuned to this mace, you are immune to the Frightened condition. 

Aura of Terror. When a hostile creature within 5 feet of you makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the Frightened condition are immune to this trait.

Wrath of the Tyrant. As an action, you can invoke the oppressive power of Bane, forcing each creature of your choice within 15 feet to make a Wisdom saving throw against your spell save DC.

  • On a failure, a creature becomes Frightened of you for 1 minute.
  • If a creature fails by 5 or more, it is also Restrained until the end of its next turn.
  • While frightened in this way, the target takes 1d6 psychic damage at the start of each of its turns.
  • A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can use this ability 3 times per long rest.

Crushing Tyranny. When you hit a creature with this mace, you can choose to deal an additional 1d4 force damage once per turn. If the creature is under a mind-affecting condition (such as Frightened, Charmed, or Stunned), this bonus damage increases to 1d8 instead.

Cursed. If the wielder is not of Lawful Evil or Neutral Evil alignment, they are cursed while attuned to the mace. The cursed wielder has disadvantage on attack rolls, saving throws, and ability checks. At the start of each of their turns, they must succeed on a DC 15 Wisdom saving throw or be compelled to attack the nearest creature, regardless of whether it is friend or foe. The wielder is unable to willingly drop or unequip the mace. The curse can only be removed by a Remove Curse spell or similar magic, at which point the wielder is no longer attuned to the weapon.

 

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: Bonus: Magic, Immunity: Frightened, Damage: Force, Damage: Force, Damage: Psychic, Frightened, Restrained, Cleric or Paladin, Damage, Control, Combat, Sap

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Item Tags: Damage Control Combat

Fenrickan

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