Mace of Terror
D&D 5e · 2024·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: Weapon damage is before applicable ability modifiers; extra effects require the stated conditions.
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 and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While 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 make Opportunity Attacks. 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 take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
Full item details & properties
Magic properties
- Activation
- Magic action while holding; spend 1 charge.
- Consumable
- No
- Conditions & limits
- Weapon damage is before applicable ability modifiers; extra effects require the stated conditions.
- Terror wave
- Chosen creatures within 30 ft.: Wisdom DC 15 or Frightened 1 minute; repeat save at end of each turn. Must flee, cannot make Opportunity Attacks, actions limited as in the source.
Charges & recharge
- Maximum charges
- 3
- Recharge
- 1d3 expended charges, daily at dawn
Weapon details
- Damage
- 1d6 bludgeoning
- Weapon class
- Simple Melee
Weapon mastery
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.
You need a feature, such as Weapon Mastery, that unlocks this property for you.
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
Mace of Disruption3.75 expected damage / attack55% hit chance1d6 bludgeoning · +0 magic attack · 5 ft. reachNot specified · 4 lbSame base weapon; compare its bonuses and rarity
Flame Tongue Battleaxe4.35 expected damage / attack55% hit chance1d8 slashing · +0 magic attack · 5 ft. reach · Conditional extra damage; see rulesNot specified · 4 lbUses the same attack ability; compare handling and damage
Flame Tongue Club3.15 expected damage / attack55% hit chance1d4 bludgeoning · +0 magic attack · 5 ft. reach · Conditional extra damage; see rulesNot specified · 2 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.