A battleaxe forged from mithril, the blade coated in adamantine. Boreas, Lord of the North Wind, is believed to have partaken in the creation of this weapon and gifted it to mortals in their war against the titans.
The Axe of the North Wind is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. It has the thrown property with a normal range of 30 feet and a long range of 80 feet. You can cause the axe to return to your hand without requiring an action. Additionally, when you make the Attack action with the axe, you can make one additional attack with the axe.
The axe has 20 charges for the following properties. The Axe regains 1d8 + 2 expended charges daily at dawn.
Random Properties
The axe has the following random properties. Roll on the following tables to determine what properties the Axe of the North Wind receives:
1 major beneficial property
2 minor beneficial properties
North Winds Fury. As an action, you can expend 5 charges to make a ranged attack against any number of creatures you can see within 20 feet of you. You make a separate attack roll for each target.
Spells. While holding it, you can cast the following spells from the axe, requiring no material components (DC 17): feather fall (self only), fog cloud (1 charge), gust of wind (2 charges), sleet storm (3 charges), ice storm (4 charges), cone of cold, control winds (5 charges), wall of ice (6 charges), whirlwind (7 charges).
Winter's Wrath. As a bonus action, you can expend 2 charges to cause the axe to deal an additional 1d6 points of cold damage until the end of your next turn.
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Major Beneficial Properties |
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1d100 |
Property |
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01-25 |
Your Strength score increases by 2, and the maximum of your Strength score increases by 2 as well. |
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26-45 |
At the start of each of your turns, you gain 5 temporary hit points, as if from the armor of agathys spell. |
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46-60 |
The cost of spells cast from the Axe are all reduced by 1 charge (to a minimum cost of 1 charge). |
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61-75 |
The spell save DC of the Axe increases to 20. |
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76-90 |
When you hit a giant or dragon with this weapon, the creature takes an additional 3d6 slashing damage. For the purpose of this Axe, “giant” and “dragon” refer to any creature with either of those creature types. |
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91-00 |
The Axe can tap into the Bifrost. You can cast the plane shift spell, requiring no material components, but can only travel to Niflheim or the Material Plane. You regain the ability to do this at dawn the next day. |
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Minor Beneficial Properties |
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d6 |
Property |
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1 |
You have resistance to cold damage. If you roll this result twice, you gain immunity to cold damage. |
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2 |
As a bonus action, you can give yourself a flying speed equal to your walking speed. If you end your turn in the air, you begin to fall. If you roll this result twice, the flying speed equals twice your walking speed. |
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3 |
Your speed increases by 10 feet for each time you roll this result. |
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4 |
You have advantage on initiative rolls. If you roll this result twice, you also have a +2 bonus to your initiative rolls. |
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5 |
You gain a +1 bonus to your AC while you hold the Axe. If you roll this result twice, you gain a +2 bonus to your AC while holding the Axe. |
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6 |
The Axe gains a normal thrown range of 80 feet. If you roll this result twice, you also don’t suffer disadvantage on ranged attack rolls with the Axe. |
Proficiency with a Battleaxe 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.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, Damage, Combat, Versatile, Topple
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