Weapon (mace), legendary (requires attunement)

This magical mace is a legendary weapon gifted to the champion of Dionysus. The head of the mace is shaped like a ram’s head with curled horns. There are small holes in the mace and a mouthpiece which can be blown into to play the mace like a pan flute. When the mace is swung in battle, air rushes through the tiny holes making a whimsical tune. The shaft of the mace is made of fine oak and on the butt of the mace there is a cork stopper. Contained within the hollow butt of the mace is a magical elixir.  

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Bamboozle. When you hit with an attack using this mace, the target takes an extra 2d6 psychic damage and cannot take reactions until its next turn.

Emergency Draught. As a bonus action, you can unstopper the cork from the butt of the mace and drink the magical elixir inside. You gain the benefit of the ‘Enlarge/Reduce’ spell. This property of the weapon can’t be used again until you long rest.

Never Ending Revel. You can use an action to blow into the mouthpiece and play a jaunty tune. You cast ‘Irresistible Dance’ with a save DC of 14. This property of the weapon can’t be used again until you long rest.

Higher Tiers

If you are a follower of Dionysus, higher Tiers can be unlocked by completing tasks for Dionysus or gaining his favour in other ways. Higher tiers grant higher attack bonuses, more additional psychic damage and more powerful spells with higher save DCs.

Penalties

If you aren’t a worshiper of Dionysus, the mace has the following major detrimental properties:

  • While attuned to this weapon. Your physical appearance warps and you become extremely ugly. Your Charisma score drops to 5.
  • While attuned to this weapon, food and drink loses all flavour.
  • Dionysus will send agents to retrieve his mace from you.

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, Damage: Psychic, Damage, Combat, Sap

Item Tags: Damage Combat

BigCheddarMC

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