Deep in the deepest forest, jungle, or woods, there is always a nexus. For every forest, be it tropical, temperate or otherwise, is a living being. And all living things have a heart. And in this case, that heart is a nexus, a portal to other realms, be they the feywild or somewhere else.
No one knows just how old the oldest woods are, but in the heart of that wood, there is an axe. And this axe, it spreads joy and passion wherever it may be wielded, but woe unto those who would snuff or otherwise defile the light of a soul.
Seemingly made up of all-natural components, a haft of the densest sturdiest wood hardened by the cosmos itself, and a blade made of what looks like a thousand fire flys, leaves and old growth, it is ever-changing in appearance, as the sunlight dappled forest floors of yore.
But after countless aeons, the axe slumbers, almost as if it is on the verge of permanent sleep. It will take time and effort to awaken.
As a bonus action, you may outstretch your hand as if grasping or catching something and speak the command word and the axe will appear in your hand as if though it had always been there.
Cannot be forcefully taken or otherwise removed from the possessions of the attuned user. Any attempt to do so results in the futility of the axe simply appearing at the feet if the attuned.
Can only be destroyed when the last tree in the last forest is felled.
As the axe progressively awakens from its deep slumber (the method of awakening to be determined by you and your DM) it gains a bonus to attack and damage rolls to a maximum of +6, starting as a +1. It is a Battle Axe. Counts as silvered, and the axe, when fully awoken has sentience.
A NG spirit resides in the axe, that while held grants true sight 30ft, darkvision 120ft and immunity to being charmed or put to sleep magically. You also gain immunity to poison and disease if you did not have this already. You have become a spirit of the deep woods at this point, and may not be aged magically, as well as if you are killed, after 1d20+10 weeks you, along with whatever you had on you, grow forth in a magical clearing in the feywild fully healed and rested. When you are killed in this way, you and everything you hold dissipates and dissolve into dead plant matter and dirt. Flowers, mushrooms, grass and other small plant life grows where your body was. You cannot be regrown for 1d4+2 years, so if you die again, you merge with the axe, with all your knowledge and you become dormant, waiting for the next guardian to wield you.
At each stage of awakening, you gain a benefit in this order: +1 - Darkvision, +2 - immunity to poison and disease, +3 - immunity to charm and magical sleep, +4 - truesight, +5 - you can walk between the realms of the trees, and you suffer no movement penalty to cast tree stride and may be cast at will. At +6, while you are a Guardian of Nature, you may cast any spell on the charge list at will as a Bonus Action. If you are in the beastial guardian form, Awaken is instant on beasts and is instant on plantlife while in great tree form. If you use this feature, you may not do so until 1d6+1 days have passed.
Has 10 charges, which are restored at the next dawn. You may use a bonus action to expend a charge(s) to cast a spell from the following list at will, and anything summoned with a charge will be permanently friendly to you:
(1) Speak with Animals
(1) Animal friendship
(2) Misty Step
(2) Entangle
(1) Barkskin
(5) Conjure Woodland Beings
(4) Awaken
(7) Guardian of Nature
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: Oath of the Ancients Paladin, Versatile, Topple
Previous Versions
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