You have a +3 bonus to attack and damage rolls made with this magic weapon.
This weapon has 3 charges, and regains 1d3 spent charges at the next dawn. As an action, you can use one of the charges to slam the mace into the ground and release a 30 ft. radius shock wave centered on yourself that targets creature based on their alignment. Choose two of the following alignments before you make the attack: Good, neutral, evil, lawful, or chaotic. If any creatures caught in the shock wave are of one of the two alignments you selected, they must make a DC 14 Constitution saving throw. If they fail, they take 3d10 damage, or half as much on a successful save.
The type of damage this shock wave deals differs, depending on the alignment of the wielder. If they’re lawful, it’s radiant. If they’re chaotic, it’s necrotic, and if they’re neutral, it’s force damage.
Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
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.
Notes: Bonus: Magic, Damage, Combat, Sap
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