The Axe of Embers is a large greataxe, it has a solid adamantine handle etched with tiny runes, wrapped in black leather with a ruby set into the pommel. The axe head looks like it has been carved from a solid chunk of obsidian whose edges constantly shimmer with a deep red luminescence, reminiscent of lava.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Illumination. While holding the axe, it continually sheds a dim red light out in a five-foot radius, this effect cannot be quenched. You can use an action to cause the axe to glow with an intense red/yellow light this glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet, this light can be reduced to the axes normal dim glow using another action.
Personality. The Axe of Embers has it's own agenda, but does not seem to actively communicate with it's wielder in any way, leaving this agenda a mystery. The weapon is patient and takes its time finding its ideal wielder.
If someone tries to use the Axe against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can’t be wielded. Nothing short of a wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time.
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, Heavy, Two-Handed, Cleave
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