As he flexed his hand and summoned forth his blade, he heard the maniacal laughter of The Great Mother echoing in his head.
Nine eyes are carved into the mottled green wooden haft; unmoving, but unsettling. In the centre of the double-bladed head, a tenth eye is engraved in the metal. The axe has one charge, which the wielder can choose to expend and roll 1d10, using the corresponding ray (see below). Once the charge has been expended, the DM must roll 1d10 to determine how many days it will take for the axe to regain its charge. It is up to the DM whether they wish to share with the wielder how long it will take. If the charge is expended in combat, the wielder must make a DC16 constitution saving throw or be stunned until the end of their next turn.
- Charm ray: Targeted creature must make a DC13 wisdom saving throw or be charmed for one hour, or until the target takes damage.
- Paralyzing ray: The targeted creature must succeed on a DC13 constitution saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Fear ray: The targeted creature must succeed on a DC13 wisdom saving throw or be frightened for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Slowing ray: The targeted creature must succeed on a DC13 dexterity saving throw. On a failed saved, the target's speed is halved for one minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Enervation ray: The targeted creature must make a DC13 constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much on a successful one.
- Telekinetic ray: If the target is a creature it must succeed on a DC13 strength saving throw or it is moved up to 30ft in any direction of the player's choice. It is restrained by the ray's telekinetic grip until the start of the player's next turn or until the player is incapacitated. If the target is an object weighing 300lbs or less that isn't being worn or carried, it is moved up to 30ft in any direction. The player can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or container.
- Sleep ray: The targeted creature must succeed on a DC13 wisdom saving throw or fall asleep and remain unconscious for one minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
- Petrification ray: The targeted creature must make a DC13 dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Great Restoration spell or other magic.
- Disintegration ray: If the target is a creature, it must succeed on a DC13 dexterity saving throw or take 5d8 force damage. If this damage reduces the creature to 0HP, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target if a Huge or larger object or creation of magical force, this ray disintegrates a 10ft cube of it.
- Death ray: The targeted creature must succeed on a DC13 dexterity saving throw or take 5d10 necrotic damage. The target dies if the ray reduces it to 0HP.
For DMs: After the ray has been used X number of times (your choice), the wielder's personality starts to change, becoming more paranoid, hearing a distracting laughter in combat that causes them to lose their action (however often you choose). Thus marks the beginning of their descent into madness.
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: warlock, Heavy, Two-Handed, Cleave
Previous Versions
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