You have a +1 bonus to attack and damage rolls made with this magic weapon.
Sentience: The Morningstar of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and up to 6 individuals. Additionally, it can speak, read, and understand Common and Infernal.
Minor Detriment: While you are attuned to the artifact, animals within 30 feet of you are hostile toward you. Animals already hostile to you have a preternatural sense of where you are.
Minor Benefit: While attuned to the artifact, you can use an action to cast Prayer of Healing. After casting the spell you roll a D6, and on a 6 you can use this feature again. On any other roll, you cannot use the feature again until next dawn.
Infernal Tongue: You can speak, read, and write Infernal.
Hellfire's Wrath: While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace.
Hell Blaze: You have resistance to fire damage. Additionally, you can when lighting Hellfire's Wrath chose to ignite your body dealing 1d6 damage to yourself every turn at the start of your turn. Any enemy that makes a melee attack against you also takes this damage per attack.
Fiendish Ally: While holding the mace, you can use an action to summon an imp or bearded devil. Any devil you summon with this mace is friendly to you and your companions for the duration. The Devil obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can’t be used again until the next dawn.
Proficiency with a Morningstar 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: Fire, Resistance: Fire, Damage, Combat, Sap
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