In the hands of a non believer, Bahamut's Revenge is a +1 Mace, that allows an extra attack as a bonus action. However in the hands of a devoted champion of Bahamut it receives the following affects.
*Heal spells to now target and do radiant damage to undead and fiends, equal to the amount that would normally be healed.
*The Wielder is allowed to cast a spell, and then use their bonus action to attack with the Mace.
*When a heal spell has been cast during combat, on a friendly target that is in need, the Hammer gains a charge. The hammer may store up to 5 charges.
* Ice Beam: May fire a ray of frost at a target doing 1d10 cold damage per charge spent, at a range of 120/300 feet
*Potent Casting: The user may expend a charge to increase the spell save DC or the to-hit modifier of her spells by one for each charge expended.
* The user may expend one charge to cast a heal spell at the next level of potency.
* The user may expend a charge after a successful attack against an opponent to push the target 5ft per charge, as long as the target is large or smaller. If more then one charge was spent in this way the target must succeed dc 15 dex save or be knocked prone.
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, Must be a devoted Champion to the God of Bahamut, capable of casting a heal spell, inorder to attune to this weapon., Healing, Damage, Buff, Sap
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