You have a +1 bonus to attack and damage rolls made with the Axe of the Ribbit King. In addition, when you roll a 12 for damage with this weapon, you may roll an additional d12 and add it to your damage roll. Repeat this process until you do not roll a 12.
When a creature is damaged by the Axe of the Ribbit King, they must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands. They can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to the poison for 24 hours.
This weapon has 2 charges. While holding the Axe of the Ribbit King, you may expend one charge to cast the spell "Jump" on yourself. These charges refresh daily at dawn.
A froglike humanoid, such as a bullywug or grung, may ignore the "Heavy" property while holding the Axe of the Ribbit King.
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: Damage: Additional, Bonus: Magic, Poisoned, Damage, Combat, Heavy, Two-Handed, Cleave
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