Lore n' stuff
This mace has 5 charges for the following properties. The mace regains 1d4 - 2 charges daily at dawn (minimum of 0)
If you expend the last charge, roll a d20. On a 1, the mace's metal crumbles, the handle turns to ash, and is destroyed.
Guiding Hand
As a Bonus Action, you can expend 1 charge and feel several strong vibrations surge throughout the mace and run into you. The vibrations sharpens you instincts and you feel guided by the High War God.
You gain advantage on you next Attack action with the Anicent Mace.
Additionally when this feature is used any Attack rolls made against you has disadvantage until the start of your next turn.
Might of the War God
On your next Attack action, you can expend 3 charges and present the mace to the sky to make it flare with bright yellow light, which leaves a trail as you swing the Ancient Mace.
On a succesful hit, the target takes an additional 1d6 bludgeoning damage and must make a DC 15 Wisdom saving throw. On a failed save, the target absorbs the light and it's bond with their patron/god/deity/etc. is severed for 1d4 - 1 rounds (minimum of 1) and is left unable to use features bestowed upon them from such sources.
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: Nonhuman Race, Control, Debuff, Combat, Sap
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