Sun Axe (Legendary Battleaxe): requires attunement by a creature of good alignment.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. This axe does an extra 1d8 radiant damage and it has 15 charges. You can use your action to cast sunburst (8 charges), Destructive Wave as radiant damage (5 charges), Guiding Bolt (1 charge) or Blinding Smite as a bonus action (3 charges). If a spell benefits from casting at a higher level you may use 1 additional charge per level higher of the chosen spell. If you expend the last charge, roll a d20. On a 1, the axe retains its +3 bonus to attack and damage roll but loses all other Properties. On a 20, the axe regain 1d8 + 2 Charges. The Sun Axe regains 1d8 + 2 expended charges daily at dawn.
As a bonus action once a day you can cause it to shed bright light in a 10ft radius and dim light in an additional 10ft radius. This axe has the versatile, finesse, and thrown property (30/120ft). As long as it's within 120ft of you you're able to use a bonus action to make it fly back into your hand.
A creature unattuned to this item must make a DC 20 strength check to attempt to lift it, if the creature attempting to lift it is of an evil or neutral alignment it can't move the axe at all.
Sun Axe (Legendary Battleaxe): requires attunement by a creature of good alignment.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. This axe does an extra 1d8 radiant damage and it has 15 charges. You can use your action to cast sunburst (8 charges), Destructive Wave as radiant damage (5 charges), Guiding Bolt (1 charge) or Blinding Smite as a bonus action (3 charges). If a spell benefits from casting at a higher level you may use 1 additional charge per level higher of the chosen spell. If you expend the last charge, roll a d20. On a 1, the axe retains its +3 bonus to attack and damage roll but loses all other Properties. On a 20, the axe regain 1d8 + 2 Charges. The Sun Axe regains 1d8 + 2 expended charges daily at dawn.
As a bonus action once a day you can cause it to shed bright light in a 10ft radius and dim light in an additional 10ft radius. This axe has the versatile, finesse, and thrown property (30/120ft). As long as it's within 120ft of you you're able to use a bonus action to make it fly back into your hand.
A creature unattuned to this item must make a DC 20 strength check to attempt to lift it, if the creature attempting to lift it is of an evil or neutral alignment it can't move the axe at all.
What do you think of this item? Any suggestions?
I like to have sun items be recharged by the sun or have a reduced recharge rate not when in the sun.
But in general I like it depending on the setting.
That's really cool thank you