Weapon (mace), uncommon (requires attunement by a Cleric or Paladin)

In addition to dealing 1d6+2 bludgeoning damage, this magic weapon has three charges that allow the wielder to cast a spell as an action: either Bless or Bane. All three charges are restored at dawn.

Upon casting Bless, the mace lights up with radiant light. If the wielder's alignment is evil, the wielder must succeed on a DC 12 Wisdom saving throw or take 1d4 radiant damage. If the wielder's alignment is good or neutral (or if the wielder is otherwise protected from radiant damage), no saving throw is needed and the wielder avoids damage.

Upon casting Bane, the mace darkens with a necromantic aura. If the wielder's alignment is good or neutral, the wielder must succeed on a DC 12 Wisdom saving throw or take 1d4 necrotic damage. If the wielder's alignment is evil (of if the wielder is otherwise protected from necrotic damage), no saving throw is needed and the wielder avoids damage.

If both Bless and Bane are cast in the same day, the wielder, regardless of alignment, must succeed on a DC 12 Wisdom saving throw to avoid taking 1d4 psychic 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: Bane, Bless, Cleric or Paladin, Damage, Combat, Sap

Item Tags: Damage Combat

UnquowaDND

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