PDA

View Full Version : DM Help Toned Down Mace of Terror



DragonBaneDM
2016-10-22, 10:32 AM
Hey gang!

So I'm working on a dungeon where the BBEG is an emissary from the Darakhul Empire from Tome of Beasts who's put together an alliance of Shadow Fey and Shadowfell Kobolds. For the capstone magic item, I wanted to give out the emissary's mace: which is an intelligent item possessed by the spirit of a darakhul captain.

Obviously Mace of Terror fits the bill just right: but the issue is that my party is Level 4 at the moment, and those three charges a day are going to go FAR. They only hit enemies, they can make an entire combat stand still, and that DC 15 is actually kinda scary, even to end bosses that I and other DMs run (rotating DM game, working well so far!) I don't want to be the DM who introduces a broken magic item that trivializes everything else in the game.

How would you guys tone down the Mace of Terror to fit the Uncommon level, and/or is there a replacement you think I should be considering? We've got a Tiefling Trickery Cleric who's a real big fan of the Darakhul and I think this item would be perfect for him. Plus the dude deserves a boost, he's playing Trickery for crying out loud!

Plaguescarred
2016-10-22, 11:14 AM
I'd tone it down to something like this;

MACE OF DARAKHUL
Weapon (mace), uncommon (requires attunement)
This magic weapon can inspire terror. Once per day while
holding it, you can use an action to release a wave of terror.
Each creature of your choice in a 30-foot radius extending
from you must succeed on a DC 13 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.

Plaguescarred
2016-10-22, 11:18 AM
Another toned down version could be;

MACE OF DARAKHUL
Weapon (mace), uncommon (requires attunement)
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 13
Wisdom saving throw or become frightened of you for
1 minute. If a creature frightened by this effect ends its
turn more than 30 feet away from you, it can attempt another
Wisdom saving throw to end the effect on it.
The mace regains 1d3 expended charges daily at dawn.