This hefty axe was dredged from a shipwreck deep beneath the waves. Its metal is pitted from seawater corrosion, and clusters of living barnacles cling to the blade. It smells of tidepools and rusted chains.
Barnacle Burst (1/long rest):
When you hit a creature with this weapon, you can command the barnacles to violently erupt, spraying calcified shards. The target and all creatures within 5 feet of it must make a DC 13 Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half on a success. Creatures that fail the save are also slowed until the end of their next turn, as sticky barnacle muck clings to their limbs.
Tidegrip (Passive Effect):
The axe’s barnacles anchor themselves to your grip. You have advantage on rolls to avoid being disarmed, and underwater, you do not suffer disadvantage on attack rolls made with this weapon.
Quirks:
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You feel a faint tickle in your palms when the axe is near the sea.
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Fish rot more quickly when you’re carrying this weapon.
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Occasionally, a barnacle pops off and scuttles away like a crab.
Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Requires 1 hour of attunement to unlock additional characteristics., Damage, Combat, Heavy, Two-Handed, Cleave
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