Weapon (greataxe), uncommon (requires attunement by a Works as a Greataxe +1 until attuned. Once attuned the charges become available.)

You have a +1 bonus to attack and damage rolls made with this magic weapon. When active/charge used  a coat of fluorescent green acid will coat the axe and will deal  1d4 acid damage when a hit is made by the weapon for 1 minute. During that period the axe will produce a green fluorescent light in a 20 ft radius.

Comes with 4 charges and replenish at a level of 1d4 per day at dawn. However if ever below 1 charge a Constitution save DC 16 must be made by the wielder in the event of a fail the Greataxe will never recover any charges again but will remain as a Greataxe + 1

 

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, Works as a Greataxe +1 until attuned. Once attuned the charges become available., Damage, Combat, Heavy, Two-Handed, Cleave

Previous Versions

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9/26/2025 2:18:07 AM
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Item Tags: Damage Combat

Khumba

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