Weapon (mace), artifact (requires attunement by a cleric or paladin)

This weapon bears the symbol of a deity inlaid with precious stones or metals. While you wear the weapon, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this weapon, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

The amount of light or lack there of affects the weapon strikes damage type. If there is Light touching the weapon it deals an extra 1d6 Radiant Damage, If dim or no light is touching the weapon it morphs into Aztal, The Lightbreaker. Can only morph once per hour.

Meditating with the weapon allows for a vision of the scales even in different planes of existence.

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: Spell Attacks, Bonus: Spell Save DC, Damage: Radiant, cleric or paladin, Damage, Sap

Item Tags: Damage

Starkimonde

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