Lightbringer

Weapon(mace), uncommon(evolving)(requires attunement by a good-aligned cleric)

This +1 mace was made for a cleric of Pelor, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

While wielding this weapon, the target can't be surprised by undead creatures, and has advantage on initiative rolls in combat against them.

Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to the spell's level.

Sentience. Lightbringer is a sentient neutral good weapon with an Intelligence of 15, a Wisdom of 12. and a Charisma of 16. It has hearing and darkvision on a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read and understand Common.

Personality. Lightbringer is most concerned about preserving the life of the innocent in conflicts, urging its wielder to heal and protect any non-hostile creature that is not at maximum hp. It also abhors the undead, urging its wielder to destroy them, for they are the greatest threats in the multiverse.

Conflict. Whenever a non-hostile creature falls below half-hp on a 120 ft. range, if the wielder tries to act in a way that is not focused on healing that creature, the wielder must make a Charisma check contested by the weapon. On a loss, The wielder loses the ability to concentrate on any spell and the weapon stops granting any of its benefits.

Evolution. When the wielder reaches level 9 and shows allegiance to the weapon, it awakens, becoming a rare item, and gains the following properties:

The wielder imposes disadvantage to any undead that are subject to turning effects in a 30 ft. radius.

The wielder can use the weapon to cast Beacon of Hope without expending a spell slot. Once the spell has been cast this way, it cannot be cast again until after a long rest.

The wielder has advantage on all attacks and spell attacks against undead.

When the wielder reaches level 13, the weapon grows more powerful still, becoming a very rare item and imbuing the wielder with the following powers:

The weapon becomes a +3 mace, and that bonus applies to spell attack rolls.

All undead creatures have disadvantage on saving throws against spells cast by the wielder.

Whenever a creature you can see scores a critical hit against another creature, you can use your reaction to send a burst of preventive healing, transforming the critical into a normal hit. Once this property of Lightbringer has been used, it can only be used again after a long rest.

When the wielder reaches level 16 and swears himself to the cause of protecting the weak, the weapon grows to its final, Exalted state. While Exalted, the weapon becomes a legendary item and gains the following properties: