Weapon (greataxe), rare (requires attunement by a Requires Attunement)

1d12 + STR + 1
Slashing
Heavy, Two-Handed
Martial melee weapon

+1 Magic Weapon. You gain a +1 bonus to attack and damage rolls made with this weapon.
The Gambler’s Edge. The axe feeds on uncertainty, causing wild surges of magic whenever its wielder's luck turns especially poor or unexpectedly strange.
* Roll a 2 or 3: Whenever you roll anatural 2 or 3 on the d20 for an attackroll with this weapon, roll once on Vergadain’s Wild Magic Surge Table.

* Natural 1: Whenever you roll a nat 1 on the d20 for an attack roll withthis weapon, roll twice on Vergadain’s Wild Magic Surge Table and apply both results. If both results cannot reasonably occur together, the DM determines the order or resolves the conflicting effect.

* Natural 20: No surge occurs from the nat20 itself. The god of luck appreciates a clean win but he never promises one.

* Surge saving throws: Unless a result specifies otherwise, use your weapon attack ability modifier for any saving throw DC.

Vergadain’s WildMagic Surge Table
Roll a d20 whenever the axe triggers a surge. On a natural 1, roll twice and resolve both effects. Unless a result says otherwise, the effect targets the wielder or the creature struck by the attack, as appropriate.

Surge Effect:

1
The House Always Wins.
The wielder takes 2d6 force damage as golden coins burst from the axe and strike them. The coins vanish moments later.

2
Lucky Strike.
The attack deals an extra 2d6 radiant damage. Golden dice briefly spin around the target.

3
Greedy Hands.
The target must succeed on a strength saving throw DC 15 or drop one item it is holding, chosen by the DM if it holds several.

4
Coin of Fate.
A gold coin appears in the wielder’shand. Flip it: heads grants 1d8 temporary hit points; tails causes thewielder to take 1d8 psychic damage.

5
Dwarven Fortune.
The wielder gains advantage on the next attack roll or ability check they make within 1 minute.

6
The Jester’s Step.
The wielder teleports up to 15feet to an unoccupied space theycan see. This movement does not provoke opportunity attacks.

7
Midas’s Mischief.
The target is briefly transformed into solid gold until the start of the wielder’snext turn. The target is restrained while transformed. A successful DC 15 Constitution saving throw negates the effect.

8
Exploding Purse.
A shower of coins erupts in a 10-footradius centered on the wielder. Each creature in the area other than the wielded must make a DC 15 Dexterity saving throw, taking 2d6 bludgeoning damage on a failure or half as much on a success.

9
Borrowed Luck.
The wielder gains a +2 bonus to AC until the start of their next turn, as shimmering coins deflect incoming blows.

10
The Fool’s Crown.
The wielder’s head is surroundedby a glowing golden crown. Thewielder sheds bright light in a 10-foot radius and dim light for another10 feet for 1 minute. The crown isharmless, but impossible to conceal.

11
Double or Nothing.
Roll a d6. On 4–6, the attack deals an extra 2d8 force damage. On 1–3,the wielder takes 1d8 force damage.

12
Slippery Fortune.
The target must succeed on a DC 16 Dexterity saving throw or fall prone as the ground beneath it turns slick with spectral gold.

13
Vanishing Wager.
The wielder becomes invisible until the start of their next turn, or until they make an attack or cast a spell.

14
A Debt Collected.
The target takes an extra 1d10 necrotic damage, and the wielded gains temporary hit points equal to the necrotic damage dealt.

15
The Great Exchange.
The wielder and the target swap positions if both are within 30 feet of one another and the target fails a DC 16 Charisma saving throw. Otherwise, nothing happens.

16
Laughing Gold.
All creatures within 10 feet of the wielder must succeed on a Wisdom saving throw or be incapacitated by uncontrollable laughter until the start of the wielder’s next turn. The effect ends early for a creature if it takes damage.

17
Fortune’s Favor.
The wielder can reroll one d20 they roll within the next minute and must use the new result.

18
Dragon’s Hoard.
A spectral golden dragon sweeps through a 30-foot line originating from the wielder. Each creature in the line must make a Dexterity savingthrow, taking 3d6 fire damage on a failure or half as much on a success.

19
The Great Gamble.
Roll a d20. On 11–20, the wielder regains one expended spell slot of 3rd level or lower, or gains 3d8 temporary hit pointsif they have no spell slots. On 1–10,the wielder takes 3d8 force damage.

20
Vergadain Smiles.
The axe erupts in golden light. The wielder may immediately make one additional attack with it as abonus action. If the attack hits, it deals an extra 2d12 radiant damage.

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: Ability Checks, Requires Attunement, Heavy, Two-Handed, Cleave

Goosled

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