The Mace of Many Faces (5e Equipment)
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Weapon (morningstar), Artifact (requires attunement by a character with an intelligence of 15 or more.) The Mace of Many Faces is an ancient morning star created by an ancient god of madness, and placed in the world, driving many warriors mad and making more dead. It is a large mace that is made of solid gold, though dull with scratches up along the handle and on the head, the grip is a small rigid part of the long handle with a small Ring on the bottom. The rest of the handle is covered in engravings of warriors fighting and being driven insane, some say it is those who failed to wield the mace. The head is large and heavy with 3 distinct faces carved on each side of the head, one appearing enraged, the second screaming in terror, and the third overcome with joy. Mind Shatter When you hit an enemy with this weapon they take 1d8 psychic damage. You can use this ability 1 time and it resets when you take a short or long rest. Scourge of Wisdom When you score a critical hit with this weapon, the target will take an additional 4d6 psychic damage turns. Whisper of the 1st Voice You can use this feature on any creature within 30 feet of you. They must pass a DC 15 Constitution saving throw or become Masochistic, their AC will drop by 4d4s to a maximum of 8 and they will be unable to Heal or disengage. This lasts 3 Turns or until they pass a DC 13 Constitution saving throw. Whisper of the 2nd Voice You can use this feature on any creature within 60 feet of you. They must pass an DC 18 intelligence saving throw or become frightened. They will remain Frightened for 2 turns or until they pass a DC 14 Intelligence saving throw. Whisper of the 3rd Voice You can use this feature on any creature within 30 feet of you. They must pass a DC 15 Charisma saving throw or become incredibly happy and suffer a disadvantage on perception check, stealth checks, and deception checks. They will also be considered surprised if they enter combat while under this effect. It lasts 2 minutes out of combat and 4 turns in combat or until they pass a DC 13 Charisma saving throw. Law of the Voices Each voice can only be used once safely and resets at dawn, the user can use one voice twice within a day but will trigger the Corruption of the Mind feature. If the Target succeeds the saving throw when using any voice a second time, the Attuned must also pass the saving throw or they will suffer the effects of the voice. Corruption of the Mind When you take a Critical Hit you take a 1d6 of psychic damage and must pass a DC 18 intelligence saving throw or your intelligence is reduced by 2d4 until your next turn.
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