There are a handful of Hashner’s Prototype Maces circulating in the under streets. They were created as part of a secret venture to discover a way to mass produce weapons for Lord Hashnera–a scheming noble who was ultimately exposed for treason by his servants. The first 5 trials came out working well, but as the experimental process continued, the maces began to exhibit strange magical defects.
The operation ended when Mace #20 accidentally killed Hashner’s son. All of the inventory that was manufactured was quickly sold on the streets to recoup lost costs and to hide any evidence of a conspiracy.
While wielding this mace, you have a +1 bonus to Attack Rolls. Additionally, the head of this mace is superheated. When rolling for damage, add 2d6 Fire Damage.
Hashner’s Prototype Maces were each engraved with a number on the head. When you first equip this mace, roll 1d20. Your result is the number imprinted on your weapon. Use the added mechanic for your mace from the table below. If more than one player acquires one of Hashner’s Prototype Maces, they cannot have the same number as yours.
|1 – 5||The mace has no additional effect.|
|6 – 9||If you roll a 6 during your Damage Roll, the head of the mace begins to glow. It shines bright light up to 15 feet and dim light up to 30 feet. The effect lasts for 1 minute.|
|10 – 12||If you roll a 1 during your Damage Roll, the head of the mace lights on fire. The effect lasts for 1 minute.|
|13 – 15||If you roll a 6 during your Damage Roll, a white flame bursts from one of the spikes. Roll the dice again and add the second roll to the first. Once the attack is finished, the mace loses all of its magical abilities until the start of your next turn (six seconds).|
|16 – 17||If you roll a 1 during your Damage Roll, the head of the mace goes cold. Once the attack is finished, the mace loses all of its magical abilities until the start of your next turn (six seconds).|
|18 – 19||If you roll a 1 during your Attack Roll, the mace overheats. You drop the weapon and take 2d6 Fire Damage.|
|20||If you roll a 20 during your Attack Roll, the mace lets out an explosion of energy. After resolving the critical hit, each creature within a 15-foot radius of the mace (Including yourself) must make a Dexterity Saving Throw. On a failed save, the creature takes 4d6 fire damage. On a successful save they take half the damage.|