Arxium realms world illustration - Fantasy theme
Fantasy

Arxium realms

D
Dunhill

wolrd of multiple realms a fusion of science and fantasy where a race for dominance will take place


Author's Note: the dunhillian empire is not to be trusted,except renia (the second heir and next to the throne to dunhill) the dunhillian empire compose of a race of vampire that surpassed their weaknesses by the help of an anceint spirit imprisond outside the realms called (Vmapkarr the tinity "3 souls of a perconified existence called domincance , fear and invulnarability whose made a pact with dunhill ) the other oppossing faction is the tepes collective (lead by Alucard) who is also a vampire who was granted the same invulnarability by another spirit from the same seclution of vampkarr but is a lawufl good called (" Korm" the comos master) who want to stop the tinity from erradicate all lives Warning: there is an entity in deep space in a planet called poision world under the aliases of (poison master) whatere he says or do , its always for reason "definitly not good one"(but he will make sure you dont have other option) advice: on the other corner there is a 4th wall breaking SEER who will give you advices(mostly controlled by the DM ) its good to take his advices
Played2 times
Cloned0 times
Created
136 days ago
Last Updated
38 days ago
VisibilityPublic
Mace of Terror
Mace of Terror
Weapon
Details
TypeWeapon
CategoryMartial Melee Weapons
RarityRare
Weight4.00 lb.
Cost0 arixius coin
Description

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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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