You have a +1 bonus to attack and damage rolls made with this magic weapon.
Forged from iron harvested at the roots of a fallen thunder-oak, the blade is veined with silver channels that crackle faintly whenever its wielder draws breath. The haft is wrapped in cured wyvern hide, still warm to the touch, and a knot of petrified world-tree root anchors the pommel.
When swung, the weapon hums like distant thunder—soft at first, then rising in pitch as lightning pools beneath its surface. Each strike leaves a brief afterimage of blue-white sparks trailing behind the edge, as if the air itself remembers the blow.
In the hands of a raging warrior, the axe grows brighter, the channels pulsing with stored storm-energy. When enough power has built up, the weapon vibrates eagerly, begging to be unleashed in a single catastrophic discharge.
Weapon Properties
Treat this as a Greataxe
Magic Weapon:
This weapon deals an additional 1d6 lightning damage on hit.
Storm Mark – Per-Enemy Build-Up
Whenever you hit a creature with this weapon during a combat encounter:
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The attack deals an extra 1d6 lightning damage.
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That creature gains 1 Storm Mark.
Storm Discharge (1/Encounter)
Once per encounter, as a bonus action, you can unleash the stored lightning.
Each creature storm marked takes 1d6 lightning damage per Storm Mark it has, then its marks reset to 0.
All creatures struck by the wielder during the current encounter must make a Dexterity saving throw (DC = 8 + PB + STR mod).
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Failure: Take lightning damage equal to the Charge Pool.
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Success: Half damage.
The Charge Pool resets to 0 after the discharge or at the end of combat.
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, Combat, Heavy, Two-Handed, Cleave
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