This mace has a haft of polished titanium and a gilded head with a radiant countenance. Carrying the boon of Raei, it is fit for the most powerful servants of the Everlight.
Sentience. Atonement is a sentient lawful good weapon with an Intelligence of 16, a Wisdom of 14, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Celestial.
Personality. A benevolent Ki-rin named Seshiro lives within Atonement. Seshiro wants to vanquish the forces of darkness in service of the Everlight, so the weapon pushes its wielder toward lawful good actions by manipulating the wielder’s dreams. A former general in the Calamity, Seshiro hates the Betrayers and relishes any opportunity to crush them or their apparent allies.
Dormant
The mace grants the following benefits:
- You can speak, read, and write Celestial.
- You gain a +1 bonus to attack and damage rolls made with this magic weapon.
- While holding the mace, you can use a bonus action to speak its Celestial command word, causing brilliant sunlight to erupt from the head. The sunlight casts bright light in a 30-foot radius and dim light for an additional 30 feet. While the mace is ablaze, it deals an extra 1d6 radiant damage to any target it hits. The light lasts until you use a bonus action to speak the command word again or until you are no longer holding the mace.
- While holding the mace, you can use an action to summon a swarm of sunflies. Any celestial you summon with this mace is friendly to you and your companions for the duration. The swarm obeys any verbal commands that you issue to it and returns to the Outer Planes 10 minutes after you summoned it. This property can’t be used again until the next dawn.
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, Language: Celestial, Damage: Radiant, by a Cleric or Paladin of the Everlight, Sap
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