True Ice Bearer
While attuned, you gain:
-
Resistance to cold damage
-
Advantage on saving throws against being frightened
If the wielder has ancient Freljordian blood (or later proves it):
-
You ignore the axe’s drawbacks entirely (see Cold’s Price)
Winter’s Judgment
When you hit a creature that is:
-
a Fiend, Aberration, Void-touched, or Darkin-tainted
The target takes an additional 1d8 cold damage, and its movement speed is reduced by 10 ft until the start of your next turn.
1/Long Rest
Sever the Unending
As an action, you slam the axe into the ground.
-
Creatures of your choice within 15 feet must make a Constitution save
(DC = 8 + proficiency bonus + Strength modifier)
On a failure:
-
Take 4d8 cold damage
-
Speed becomes 0 until the end of their next turn
On a success:
-
Half damage, no speed reduction
Creatures tied to Void or Darkin effects have disadvantage on this save.
The ground freezes briefly, then returns to normal — this is not destruction, but containment.
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: To attune to the Axe of True Ice, a creature must: Spend a short rest holding the axe in silence Acknowledge (privately or aloud) a burden or cost they are willing to bear If a creature attempts to attune without sincerity, the axe remains inert (no bonus, no properties)., Heavy, Two-Handed, Cleave
Comments