Weapon (mace), legendary (requires attunement by a cleric, druid, ranger, or druid/ranger of good alignment.)

The mace won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting nature. Bahamut's Mace is a sentient chaotic good weapon with an Intelligence of 15, a Wisdom of 20, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. It communicates telepathically with its wielder. You remain attuned to the weapon until you die or the weapon is destroyed. Increases the bonus to attack and damage rolls by 3.  Grants +3 to bonus to AC. Scores a critical hit on a roll of 19 or 20. Will refuse to be used against any of good alignment. Causes an additional 3d6 radiant damage to any of evil alignment it hits.  

 

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: Radiant, Bonus: Armor Class, Bonus: Melee Attacks, cleric, druid, ranger, or druid/ranger of good alignment., Sap

Previous Versions

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1/2/2021 4:54:42 PM
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