Weapon (mace), legendary (requires attunement)

Deals critical hits on inanimate objects.

Once per 24 hours, you may activate the mace to use the following abilities. The effects can be used until the end of your next turn.

The mace becomes transformed into a giant-sized weapon, but can still be wielded as if it were made for a medium/small sized creature, but with all of the benefits of a giant-sized weapon:

  • Do 3x the damage dice of a normal sized mace (3d6).
  • Has 2x the normal reach for melee weapon attacks.
  • On a successful hit, your opponent must make a Strength saving throw vs your spell save DC or DC 15, whichever is higher. On a failed save, you may choose to either knock your opponent prone or push them back 5ft.

(A gleaming adamantine mace that shines and catches the light as if it were polished platinum. Created by a legendary Haflling wizard, Vrakin. His pet name for it was "The Finisher".)

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: Additional, Damage, Combat, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2019 4:05:38 AM
19
1
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4/30/2019 11:42:42 AM
108
0
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4/30/2019 1:26:31 PM
39
0
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Item Tags: Damage Combat

chuckblaster66

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