Weapon (mace), rare (requires attunement)

Worshipers of Orcus who wish to climb within the ranks of the demon lord's cult or necromancers seeking to protect their lairs often create this mace for its Totem feature.

You have a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, you gain resistance to necrotic damage and vulnerability to radiant damage.

Cursed. This mace is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mace, keeping it within reach at all times. The only way to remove this curse is by either a remove curse spell, restoration spell, or by fulfilling the Totem feature. 

  • After 1 day of being attuned, you gain the Sunlight Sensitivity feature. You have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight while in sunlight.
  • After 3 days of being attuned, you start to have random visions and whispers of the ingredients to create the Totem. You learn how to use the Totem feature.
  • After 7 days of being attuned, and everyday after that, you must roll on the Long-Term Madness table and become afflicted with the result.

Totem. Affix a gilded goat skull (worth 500gp) at the head of the mace. Balance the mace in a standing position using ten humanoid skulls. Pray to the Totem for 1 hour everyday for 7 days. On the seventh day, the totem becomes locked in place with a green swirling protective aura. 10 Ghoul animate next to you.  You do not control the ghouls, but the ghouls ignore you.  Ghouls summoned this way, always stay within 100 ft. of the Totem and attack anyone who comes near them. If any of the ghouls are destroyed, they reanimate after 24 hrs.

  • The Totem has 30 hp, resistance to nonmagical piercing damage, immunity to necrotic damage, and vulnerability to radiant damage. Anyone who either touches it or attacks it with a melee weapon, must succeed on a DC 12 Constitution saving throw or take 11 (2d10) necrotic damage or half as much on a successful one. Dispel Magic DC 15 or a Hallow spell automatically destroys it.  Once the totem is destroyed, it becomes a regular +1 mace.

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, Cursed, Sap

Item Tags: Damage Combat Cursed

Goblinfanatic

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