This weapon is of a dual nature and aligns itself with those who seek to find balance in mind and soul. Crafted from a mace of an assassin of Shar and a cleric of Selune, this mace is a testament to the nature of balance. Though it cannot be wielded in the natural sense, it can be released from a cursed ring wielded by the user.
You can use a bonus action to switch from the Blessing of Selune form, or the Wrath of Shar form.
Blessing of Selune: While in this form, the mace glows with silvery, radiant energy. While in hand, any time you restore hit points to a creature, it gains 1d10 temporary hit points. If its current hit points are less than half its maximum hit points, it gains 10 temporary hit points instead. As a bonus action, add one successful death save to an unconscious creature within 60 feet.
Wrath of Shar: While in this form, the mace is shrouded in shadow and darkness, craving the souls of those it strikes. You gain a +2 bonus to attack and damage rolls with this magic weapon while in this form. The weapon has 3 charges. When you hit with an attack using Wrath of Shar, you can spend a charge to deal 2d6 additional necrotic damage. You regain hit points equal to half of the 2d6 result. Balance also loses 1 charge at dawn. During a short or long rest, a creature may restore 1 charge to Balance by expending 1 Hit Die without regaining any hit points.
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: Bludgeoning, Damage, Combat, Sap
Previous Versions
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