I want to create a +1 Orc Double Axe (requires attunement by a creature of evil alignment); Damage: 1d6+1 slashing damage, Weight: 10 lb, Properties: Double weapon (1d6+1), heavy, two-handed, Double Weapon: When you take the Attack action and attack with the double axe, you can use a bonus action to make another attack with the double axe. If this attack hits, you deal 1d6 slashing damage. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If you have the double weapon master feat, you deal 1d8+1 slashing damage with both the double axe’s normal and bonus attack.) . . .
But since there is no Orc Double Axe as one of the possible weapon choices in the Create a Magic Item Homebrew dropdowns, the closest there is to it is a Battleaxe. But the Battleaxe has a 1d8 slashing instead of 1d6. Is there any way I can alter the base damage, or does everything have to be based on a pre-existing weapon?
Is there any way I can alter the base damage, or does everything have to be based on a pre-existing weapon?
A.: Yes, you can add a modifier to that magic item and set the damage die as a d6 in order to override the base damage die.
But if I may have you a suggestion, I would keep the damage die as a d8 for that item (or even a d12 as greataxe base weapon due to its proprierties). I mean, anyone would may be able to do the pretty same harm (2x1d6) with two handaxes, since its a light weapon and can be used with two-weapon fighting and a regular battleaxe would still have the same properties (heavy, two-handed) and cause 1d12+str and save a bonus action. So why would someone expend one attunement slot for that item?
I think you may have a more balanced item if you have it as a battleaxe, with that same proprieties, but that can be used in a bonus action in that way. That justifies better the need of it being magical and need a restritive attunement as such.
But I'm saying this based on the standards. If its balanced within your setting so never mind.
I settled on creating the Axe as a Greataxe. The reason for the attunement is because the double axe is a sentient weapon with these additional abilities.
Additional Properties The axe can’t be broken. Only exposing the weapon to the heat of Ironslag’s adamantine forge, located North of the Silver Marches in the Ice Spires’ Mount Hamarhaast, will destroy it. In freezing temperatures, the axe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When one hits with an attack using the glimmering icy blue axe head (Ur), the target takes an extra 1d6 cold damage. In addition, while one holds the axe, they have resistance to fire damage. One can extinguish all non-magical flames within 30 feet. This property can be used no more than once per hour. A bonus action to call upon “Krypt”, causes flames to erupt from the black-veined orange axe head (Krypt). These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the axe is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until one uses a bonus action to calm “Krypt” or until the axe is dropped. Sentience The Ettin Axe is imbued with two sentiences; Ur which is lawful evil with an Intelligence of 14, a Wisdom of 14, and a Charisma of 10 and Krypt which is chaotic evil with an Intelligence of 14, a Wisdom of 10, and a Charisma of 14. It has hearing and normal vision out to a range of 120 feet. The weapon can speak common, orc and troll. Ur usually communicates in a haunting whisper while Krypt commands in a low voice.
Thanks for the insight.
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I want to create a +1 Orc Double Axe (requires attunement by a creature of evil alignment); Damage: 1d6+1 slashing damage, Weight: 10 lb, Properties: Double weapon (1d6+1), heavy, two-handed, Double Weapon: When you take the Attack action and attack with the double axe, you can use a bonus action to make another attack with the double axe. If this attack hits, you deal 1d6 slashing damage. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If you have the double weapon master feat, you deal 1d8+1 slashing damage with both the double axe’s normal and bonus attack.) . . .
But since there is no Orc Double Axe as one of the possible weapon choices in the Create a Magic Item Homebrew dropdowns, the closest there is to it is a Battleaxe. But the Battleaxe has a 1d8 slashing instead of 1d6. Is there any way I can alter the base damage, or does everything have to be based on a pre-existing weapon?
But if I may have you a suggestion, I would keep the damage die as a d8 for that item (or even a d12 as greataxe base weapon due to its proprierties). I mean, anyone would may be able to do the pretty same harm (2x1d6) with two handaxes, since its a light weapon and can be used with two-weapon fighting and a regular battleaxe would still have the same properties (heavy, two-handed) and cause 1d12+str and save a bonus action. So why would someone expend one attunement slot for that item?
I think you may have a more balanced item if you have it as a battleaxe, with that same proprieties, but that can be used in a bonus action in that way. That justifies better the need of it being magical and need a restritive attunement as such.
But I'm saying this based on the standards. If its balanced within your setting so never mind.
I settled on creating the Axe as a Greataxe. The reason for the attunement is because the double axe is a sentient weapon with these additional abilities.
Additional Properties
The axe can’t be broken. Only exposing the weapon to the heat of Ironslag’s adamantine forge, located North of the Silver Marches in the Ice Spires’ Mount Hamarhaast, will destroy it.
In freezing temperatures, the axe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When one hits with an attack using the glimmering icy blue axe head (Ur), the target takes an extra 1d6 cold damage. In addition, while one holds the axe, they have resistance to fire damage. One can extinguish all non-magical flames within 30 feet. This property can be used no more than once per hour.
A bonus action to call upon “Krypt”, causes flames to erupt from the black-veined orange axe head (Krypt). These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the axe is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until one uses a bonus action to calm “Krypt” or until the axe is dropped.
Sentience
The Ettin Axe is imbued with two sentiences; Ur which is lawful evil with an Intelligence of 14, a Wisdom of 14, and a Charisma of 10 and Krypt which is chaotic evil with an Intelligence of 14, a Wisdom of 10, and a Charisma of 14. It has hearing and normal vision out to a range of 120 feet. The weapon can speak common, orc and troll. Ur usually communicates in a haunting whisper while Krypt commands in a low voice.
Thanks for the insight.