“A heavy metallic mass with an inset handle and jagged blades jutting out from every side, and a faint dark aura surrounding it. It has only ever been lifted by the strongest of men, and was said to be carried by the titan, Atlas as an eternal burden to him and to all those who dared get in his way.”
The bearer of this weapon must have a strength of 20 or greater to lift this item. Anyone with a strength score lower than 20 that tries to grab this item is seized by a dark force and must make a DC 15 strength saving throw or be restrained. They can make another DC 15 strength save as an action on each turn to try and break free of the gripping force.
Burden: If the bearer’s strength is less than 26, he begins to feel the withering weight of Atlas’s burden. Upon attunement, he must make a DC 15 strength saving throw. On a failure, the bearer takes 1d12 necrotic damage. On a success, he takes only half (rounded up). The bearer must roll this save at dawn for every day as long as the weapon is attuned.
Drain: Every time the player hits with an attack roll, Atlas’s Ruin drains some of their energy and inflicts 1d4 necrotic damage on the player.
Multi-attack: If multiple enemies are within 5 feet of the player, the player can swing Atlas’s Ruin to hit up to three of them in one attack.
Devastation: When Atlas's Ruin kills a target a gravitational force is surges out in a 10ft radius , requiring everyone in range to make a DC 18 strength saving throw. On a failure they are forced prone and take 2d4 force damage. On a success they remain standing and take half damage (rounded down). All damage inflicted by this force is then converted into healing for the player.
Shatter: on a critical hit the targets max AC is reduced by 2
Weight of the World: Once per long rest you can choose to make an attack that, if it hits, will inflict an amount of damage equal to your max health minus your current health. This must be declared before the attack role is made. This attack still incurs the Drain effect after the Attack.
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, Replace Damage Type: Piercing, 1 day and bearer's blood, Damage, Combat, Cursed, Sap