Mace of Terror
D&D 5e · 2014·Weapons·Rare·Requires attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
55%
Expected damage / attack
3.75
Attack bonus
+5
Average normal hit: 6.5 · Average critical hit: 10 · Critical chance: 5%.
- Category
- Simple weapon
- Damage type
- Bludgeoning
- Reach
- 5 ft.
- Magic attack bonus
- +0
- Weight
- 4 lb
- Attunement
- Required
- Rarity
- Rare
- Price
- Not specified
Magic: Action while holding: expend 1 charge.
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
What Mace of Terror does
- Strength can drive this simple weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 1d6 weapon damage averages 3.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
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.
Full item details & properties
Rules for this edition
- Proficiency
- A simple melee weapon; proficiency allows adding your Proficiency Bonus to its attack rolls.
Magic properties
- Activation
- Action while holding: expend 1 charge.
- Consumable
- No
- Terror wave
- Chosen creatures within 30 ft.: Wisdom DC 15 or Frightened for 1 minute; repeat save at end of each turn. Must flee, cannot willingly move within 30 ft., and cannot take ANY Reactions. Actions limited to Dash/escape, or Dodge if nowhere to move.
Charges & recharge
- Maximum charges
- 3
- Recharge
- 1d3 expended charges, daily at dawn
Weapon details
- Damage
- 1d6 bludgeoning
- Weapon class
- Simple Melee
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Vicious Weapon (Mace)4.1 expected damage / attack55% hit chance1d6 bludgeoning · +0 magic attack · 5 ft. reachNot specified · 4 lbSame base weapon; compare its bonuses and rarity
Flame Tongue (Greatsword)5.85 expected damage / attack55% hit chance2d6 slashing · +0 magic attack · 5 ft. reach · Conditional extra damage; see rulesNot specified · 6 lbUses the same attack ability; compare handling and damage
Flame Tongue (Longsword)4.35 expected damage / attack55% hit chance1d8 slashing · +0 magic attack · 5 ft. reach · Conditional extra damage; see rulesNot specified · 3 lbUses the same attack ability; compare handling and damage
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Mace of Terror FAQ
Does Mace of Terror require attunement?
Yes. You need to attune to this item to use the properties that require attunement.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.