An adjustable tool, similar in design to what is called a 'monkey wrench', and usable as a blunt weapon in violent situations. Grants +1 to attack and damage rolls.
To a trained artificer, additional functions are available. These functions can be used a number of times per long rest equal to their intelligence modifier:
- As a reaction to a melee attack, you can expend one charge to Parry, reducing the incoming damage by 1d6 + your Intelligence modifier.
- Hitting with an attack, you can expend one charge to attempt a Disarm. Add your Intelligence modifier to the damage and the opponent must make a Strength saving throw using the resulting number as the DC. On a failed save, it drops the object you choose. The object lands at its feet.
- As a bonus action, you can expend one or more charges to augment the wrench with kinetic or electrical energy. On the next successful hit, the wrench does an additional 1d6 Force or Lightning damage per charge used, based on the initial choice. If this augmented damage is unused, it fades at the next long rest.
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: Bludgeoning, Artificer (functions as +1 Mace without attunement), Combat, Artificer, Sap
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