When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
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, Damage, Bane, Sap
I love how the majority of the comments on this thread are the discussion of the AD&D version of this item vs the rod of smiting
INo, infusions require nonmagical items as base component. The mace is magical though, just without a bonus on rolls.
I have questions.
1: Why was there a Mummy Lord in a Bag of Beans
2: WHY ARE THE BEANS IN A BAG AND NOT A CAN
Guess I’m going down stairs to get my DMG hardcopy and see if this is right . Was in bed hoping to just look this up for a CoS campaign I’m running before I doze off as one does, thanks dnd beyond now I got to get my lazy bum up. :-)