Weapon (mace), legendary (requires attunement by a Requires attunement by a creature of any evil alignment, or an undead creature.)
This massive mace is pitted and blackened from centuries of use in corrupt hands. Its spiked head is engraved with ancient runes that glow faintly with necromantic energy. The weapon feels unnaturally heavy to the touch and hums with barely restrained power, chilling the air and deepening the surrounding shadows when it is wielded.
- Any creature struck by this weapon must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
- Unholy Smite (Recharge 5–6): As an action, you can cause the mace to erupt with unholy energy. On a successful hit, the target takes an extra 3d6 necrotic damage. Once used, this ability can't be used again until you roll a 5 or 6 on a d6 at the start of your turn.
- This weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and 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: Damage: Bludgeoning, Damage: Necrotic, Requires attunement by a creature of any evil alignment, or an undead creature., Sap