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Mace, rare (requires attunement)

This magic mace is enchanted by old deep magic. Coral formations and twisted purple tentacles sprout, covering its iron head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, when you hit a creature for the first time each turn using this magic mace, the creature takes an extra 1d6 necrotic damage.

Eldritch Grasp. As a reaction to hitting a creature using this magic weapon, you can attempt to grapple the target with the cursed tentacles. The target must succeed on a DC15 Strenght saving throw or become grappled.

While a target is grappled by the tentacles, you can't use the mace to make a weapon attack, but you can use a bonus action to expend a charge of this weapon and release a dose of Eldritch Toxin.

The target must succeed on a DC15 Constitution saving throw or take 4d6 necrotic damage and become frightened of you for 1 minute as it hallucinates and sees horrific distortions of reality.

The target takes only half the damage on a successful check and doesn’t become frightened. A creature can repeat the save at the end of each of its turns. Once a creature is affected by this toxin, it can’t be affected again for 24 hours.

This magic mace has 3 Eldritch Toxin charges and regains all its uses every day at dawn.

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