Fashioned of giant bones, volcanic obsidian, and demon eyes, abyssal weapons were fashioned long ago by the finest of demon blacksmiths. Fortified by magic to prevent the brittle materials from shattering, each weapon carries the true name of the demon whose eyes were donated to its conception. Once forged, the weapon is enchanted with a sliver of the demon's soul.
To fully attune to the weapon, the wielder must fulfill a task set forth by the demon whose soul resides within the blade. In doing so, it creates a contract with the demon and unlocks the full abilities of the weapon. If the wielder fails to fulfill the contract with a certain time limit (GM's discretion) or is failed, the creature's soul is forfeit, and the GM may choose what fate awaits the character. If the creature willingly or unwillingly divulges information about the task to any other creature, the creature automatically fails the task.
The power of such a weapon is linked to the number of eyes used to craft it, with each eye representing one unexpended charge. This weapon has 2 charges and regains all expended charges daily at dawn.
Bonerip. As a Bonus Action when you hit a target with this weapon, you can call the name of the demon to whom the eyes belonged and expend 1 charge. The weapon mobilizes, bony teeth & Necrotic energy ripping through the target's defenses. The target gains a permanent & cumulative -1 penalty to its AC. Its AC can't be reduced to less than 10 + its Dexterity modifier. The target can repair its armor with enough rest (for natural armor) or at an appropriate armorsmith's (for worn armor) at the GM's discretion.
Demon's Wrath. While the weapon is on your person, you can use a Bonus Action to enter a fiendish rage for 1 minute. When you activate this property and as a Bonus Action on subsequent turns for the duration, you gain additional movement equal to half your speed until the start of your next turn. For the duration, if you move at least 15 feet straight towards a creature and then immediately hit it with a melee attack, it must succeed on a DC=15 Strength saving throw or be knocked prone. While this property is active, you lose all sense of self-preservation and are filled with bloodlust; any movement you make must be towards a hostile creature, and the only actions you can take on your turn are the Attack and Dash actions, or an action to break free of restraints or a grapple. Once the property of this weapon has been used, it can't be used again until the next dawn.
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: Melee Weapon Attacks, Damage: Melee Weapon Attacks, a creature who has fulfilled the contract, Heavy, Two-Handed, Cleave







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