You have a +2 bonus to attack and damage rolls made with this magic weapon.
As a bonus action once per short rest, the mace will begin giving off 10ft of bright light and a further 10ft of dim light beyond that. Additionally, melee attacks now deal an extra 1d6 fire damage.
As an action once per long rest you can cast Hellfire Orb. 120ft of range, with a 20ft blast radius. All within the radius must make a DC18 Dexterity Saving throw, or suffer 10d6 fire damage and 10d6 necrotic damage, suffering half as much on a successful save.
"At first glance you appear to have found an ornate torch. Upon picking it up you feel the heft on one end. Focusing on the weapon you begin to unlock it's true potential..."
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: Magic, creature with a Wisdom score of 15 or more., Damage, Combat, Sap
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