Once simply known as Hew, the axe of the druids is a powerful magical weapon from an ancient age, when Mystra's power still coursed the air. A travelling Dwarven smith forged this axe to aid a small village of Elves in fending off the dryads plaguing their home. As a reward the Elves poured their magic into the axe, imbuing it with a powerful connection to nature. Over the millennia the axe of the druids lost its power, the blade damaged and the inscription sundered. Recently, however, it has been restored to its former power, and thus, once again, Hew has taken on the form of the Axe of the Druids.
The axe of the druids is a +3 greataxe. All attacks with the axe of the druids against plant creatures deal their maximum damage on a hit.
When a creature attunes to the axe of the druids for the first time they gain access to the following feature.
Druidic spellcasting. You can channel divine magic through the axe's ancient connection to the lands, much as druids do. Your spellcasting ability is wisdom and any spells cast through the axe use your spell attack modifier (proficiency bonus + Wisdom modifier) and spell save DC (8 + proficiency bonus + Wisdom modifier). You can use the axe as a spellcasting focus for these spells. You can prepare a number of druid spells equal to (your Wisdom modifier + your Barbarian level)/2 (rounded down). You can change your list of prepared spells when you finish a long rest by spending at least 1 minute meditating with the axe of the druids. The table below shows how many spell slots you have to cast your druid spells.
| Barbarian Level | Spell Slots Per Level | ||||
| 1st | 2nd | 3rd | 4th | 5th | |
| 1st | - | - | - | - | - |
| 2nd | 2 | - | - | - | - |
| 3rd | 3 | - | - | - | - |
| 4th | 3 | - | - | - | - |
| 5th | 4 | 2 | - | - | - |
| 6th | 4 | 2 | - | - | - |
| 7th | 4 | 3 | - | - | - |
| 8th | 4 | 3 | - | - | - |
| 9th | 4 | 3 | 2 | - | - |
| 10th | 4 | 3 | 2 | - | - |
| 11th | 4 | 3 | 3 | - | - |
| 12th | 4 | 3 | 3 | - | - |
| 13th | 4 | 3 | 3 | 1 | - |
| 14th | 4 | 3 | 3 | 1 | - |
| 15th | 4 | 3 | 3 | 2 | - |
| 16th | 4 | 3 | 3 | 2 | - |
| 17th | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 3 | 3 | 3 | 2 |
Magical imperfections. As a result of the reforging process natural imperfections formed within the metal of the axe of the druids. These imperfections can cause, on occasion, the magic being channelled through the axe to become distorted. Once per turn, the DM can have you roll a d20 immediately after you cast a druid spell of 1st level or higher through the axe of the druids. If you roll a 1, roll on the Wild Magic Surge table to determine what happens.
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, Barbarian or Druid, Heavy, Two-Handed, Cleave