All attacks rolls and damage rolls with this weapon have a +3 to them.This mace is imbued with a holy radiance, and can detect a person's intentions while they carry this weapon. It shines a bright light up to 10 ft and dim light up to another 10 ft if the person's alignment is good, 10 ft of dim light if neutral, and no light if evil. This weapon deals 4d6 magic damage and 2d12 radiant damage against enemies, and if the enemy is a fiend or undead , it deals 3d12 radiant damage. If the enemy is a fiend or undead is at most challange rating 4 and is knocked out or killed, you can choose to return it to its original state as it had before being a fiend or undead, or bring it back to the plane it came from.
This weapon holds 10 charges and recharges 1d6+4 charges during a long rest or at dawn.As a bonus action, you can cast either a 3rd level guiding bolt at an enemy which costs 3 charges, a 2nd level cure wounds for 1 charge, and a 5th level inflict wounds for 5 charges. Alternatively, as an action, you can cast a 7th level Mass Cure Wounds for the full 10 charges.
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: Cleric, Paladin, Sap
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