Magic Weapon. The Axe of the Dwarvish King is a magic weapon that grants a +3 to attack and damage rolls made with it. the axe also function as a Belt of Dwarvenkind , a Dwarven Thrower , Sword of Sharpness, Vicious Weapon, Giant Slayer, Weapon of warning, Metalotok and a Ring of Water Walk.
Blessing of Moradin. If you have 15 levels as a Barbarian you gain the following benefits:
- You gain immunity to poison damage.
- The range of your darkvision increase by 60 feet and you can see in magical darkness and normal darkness as if it was nicely lit up.
Voice of the Clan’s Leader’s Ancestors. You call forth an ancestral guardian to aid you in battle with it's wisdom and strength in a form of an Ancestral Dwarven Warrior Azer. The Azer is an NPC played by the DM and stays with you for 4 hours, in those four hours you can ask the Azer a questions about a specific person, place or object and there is 25% chance that the Azer knows the answer to your questions and you gain the benefits and effect of the 5th-level spell Legend Lore, you can ask questions about the life events of the Azer Ancestor, you have 5% chance that the Azer don't want to talk about himself and 95% chance that the Azer gladly talks about himself and about his glorious battles.
Conjure Earth Elementals. If you are holding the axe, you can use your action to cast the Conjure Elemental spell from it., summoning an Earth Elemental Myrmidon. You Can’t use this property again until the next dawn.
Heat of the Forge. When you hit a creature with the axe the creature takes an extra 3d10 fire damage.
The Power Under the Mountains. If you fail a Strength ability check or a Strength savings throw, you can instead use your Strength ability score as the final roll. Also you count as a huge creature, although you are a medium creature, when determining your carrying capacity, the weight you can push, drag, lift and grappling checks.
Proficiency with a Battleaxe 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.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, By a nonspellcaster dwarf to the family of Lutgehr, Damage, Combat, Versatile, Topple
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