Dormant
While Ashcleaver is in a dormant state, you gain a +1 bonus to attack rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 fire damage.
Ashcleaver can be thrown using your strength modifier with a range of 30 feet. You can use your reaction to return Ashcleaver to your hand either at the end of your turn, or prior to your next turn. If an enemy attempts to grab Ashcleaver, they must make a DC 15 Constitution saving throw, or be set on fire, taking 2d6 fire damage immediately, and 1d6 at the beginning of each subsequent turn unless they use an action to put out the flames. They must then make a DC 15 Strength saving throw or be brought with the axe to square most adjacent to you, in the most direct path available, after which the axe slams into your hand. If an ally grabs Ashcleaver, they can do so without damage, and if they wish, can choose to fail their strength saving throw to be brought to a space next to you.
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, Damage: Fire, Weapon Property: Thrown, Barbarian, Damage, Utility, Combat, Vestige of Divergence, Heavy, Two-Handed, Cleave
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