Mace of Divine Energy

In ancient manuscripts, stories are told of Fulga, the Queen of Lightning, favoring her champions with mighty maces of power. The weapons are described to have had thick metal spikes floating around a cracking ball of energy. At a simple command, the spikes could lash outward and devastate opponents.

These stories were once dismissed by scholars, but a recent exploration in the caverns beneath the ruined Temple of Lighting unearthed a small cache of unattached mace spikes next to a broken shaft. The discovery has researchers, religious zealots, and treasure hunters rushing to the Temple’s dangerous underground complex to find more.

Mechanics

While wielding this mace, you gain +3 to attack and damage rolls.

Additionally, this mace has 4 charges. You can use an action to speak a command word and expend 1 or more of its charges. The mace will produce the following effects depending on the command word you speak:

Surround (1 Charge)

Hold the mace to one side and speak the command word Surround. The spikes of the mace form a sphere around you threaded by crackling electricity. Enemies that make a melee attack against you receive 2d6 Lightning Damage. You cannot make attacks while this shield is in place. The effect lasts for up to 10 minutes or until you use a bonus action to recall the spikes.

Go (2 Charges)

Point the mace at your target and speak the command Go. The spikes of the mace form into a “V” and lance forward in a line 60 feet long and 5 feet wide trailed by electrical energy. Creatures in the path of the spikes must make a Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one.  

It takes 6 seconds (one turn) for the spikes to return to you. During that time, you cannot attack with this mace.

Away (3 Charges)

Hold the mace above your head and speak the command word Away. The spikes of the mace streak away in a 20-foot radius centered on you trailed by electrical energy. Each creature inside the radius must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

It takes 6 seconds (one turn) for the spikes to return to you. During that time, you cannot attack with this mace.

The mace regains 1d4 expended charges daily at dawn after a morning prayer is spoken.

Type: Mace

Rarity: Legendary

Requires: Attunement  

Magic Item Levels 

This weapon can optionally level up. Start the weapon with the 1st level feature and unlock more features as the player gains the favor of their gods.

LevelFeatureChargesRarity
1stSurround2Uncommon
2nd
+1 to attack and damage rolls3Rare
3rdGo3Rare
4thAway4Very Rare
5th+2 to attack and damage rolls5Very Rare
6th+3 to attack and damage rolls6Legendary
Category: Magic Items
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