Mace of Disruption 5e
Weapon (mace), rare (requires attunement)
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Commentary by Sam West, Twitter: @CrierKobold
Simple, pure undead destruction. I love me some Disruption. This mace has historically smashed in skeleton skulls since back in 2nd edition, and to this day it does the job when it comes to undead demoralization.
The frightened condition this imposes isn’t the same as turning a creature, despite using mechanics reminiscent to the turning mechanic.
The light isn’t optional; if you’re holding this thing and attuned to it, it lights up. Keep that in mind when trying to sneak about!
Maces are d6 weapons with no properties; they aren’t light, meaning they aren’t the best to two-weapon fight with. This makes them tend to go on characters using shields like paladins or clerics.
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