You have a +2 bonus to attack and damage rolls made with this magic weapon.
An ancient, silvery weapon with sickly green veins along it's sharp blade edges. Its head is engraved with intricate decorations that depict dwarves, elves, and humans in combat with large ethereal monsters. It is said to have been reforged more times than it has broken. Why the math is wrong is anyone’s guess.
When performing a monumental task or a particular feat of bravery, the axe will add a depiction of the tale to its engraving. The engraving on the head of the axe changes when unobserved, often to a random tale of heroism from a past bearer. When the current owner holds the axe, depictions of their heroism will be prominent on the axe head.
The axe wants to be lauded and remembered, but it is not overly loyal. Whenever a critical miss is rolled, the axe head will shatter and become broken. No earthly smith is capable of repairing it. While the head is broken, the axe acts as a quarterstaff (1d6 bludgeoning + 1d4 necrotic). A broken axe cannot be repaired by any earthly smith. A natural 20 attack roll will instantly restore the axe from its broken state.
The wielder may spend an action and all three charges to instantly repair the axe.
Additionally, as a free action, the wielder may expend one of the charges to mark an enemy creature within sight.
Any marked enemy that is damaged by any source that is not the axe, takes 1d4 less damage from that source. Likewise, the marked target takes 1d4 additional damage from the axe, regardless of whether or not it is broken. Killing a marked target will restore a broken axe.
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: Necrotic, barbarian, fighter, ranger, or paladin, Damage, Combat, Heavy, Two-Handed, Cleave
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