Weapon (battleaxe), very rare (requires attunement by a Meditating with the Axe in hand at Noon for at least an hour.)

The Axe of the Sun is a mythical axe of legend, passed down from one champion of the sun to the next. The Axe is Good Aligned, and will not allow itself to be wielded by someone of Evil Alignment, but will allow Neutral aligned people to wield it, should they have a strength score of 18 or higher.

Neutral Condition-

If it's wielded by a neutral person, every day at noon that person must succeed a DC 14 Wisdom Saving throw, or they will be magically compelled to do as many good deeds as they can till dusk. These can include giving substantial money to beggars, offering help to anyone who asks, even working mundane hard labor jobs for free. If the wielder fails 3 of these saving throws in a row, their alignment permanently changes to Good along whichever spectrum they stand for Law/Chaos.

 

Evil Backlash-

If someone of evil alignment tries to pick up the axe, they find it impossibly heavy, and fail to even lift the handle more than a foot off the ground. If they continue to try and wield the axe, they take 2d6 Radiant damage for every round they are still in contact with the axe, and this damage cannot be resisted in anyway, and ignores immunities.

 

Light of Dawn-

The Axe is the symbol of Light, and as such extinguishes darkness wherever possible. While holding the Axe, the wielder can use a Bonus Action to dispel any magical darkness within 20 feet of the wielder. This magic cancels even greater darkness, as true sunlight will purge the shadows of the world. This ability can be used any number of times per day, but can only be used between dawn and dusk.

 

Light of Noon-

Once per day the user can use an action to call upon the mythic power of Sunshine,  and summon a miniature sun at the end of the Axe. This sun can stay affixed to the Axe, increasing its damage by 1d6 Fire and 1d6 Radiant for 1 minute, or hurled up to 300 feet to explode. If hurled, target a point in range and the sun explodes in a 20 foot radius. Each creature inside must make a DC 16 Dexterity Saving throw or take 4d6 Fire and 4d6 Radiant damage, as well as being blinded till the start of your next turn. If they successfully save, they take half the damage and arent blinded. This ability recharges at dawn each day.

 

Light of Dusk- 

The Axe has a small healing ability, which can only affect the wielder. Once per day, the wielder may use a bonus action to heal themselves an amount equal to the number of hours they have spent outdoors in sunlight so far that day, times their constitution modifier. (Minimum 1). This ability ceases function as soon as the last day of light disappears from the area the wielder is in, and doesnt function underground at all. It becomes available as soon as a single true beam of light touches the wielder while they stand outside at dawn.

 

Inscrutable Ally- Once someone attunes to the axe, no one else can attune to it for as long as that person lives, and to anyone who wields the axe while not being attuned, they suffer a -2 penalty on attack rolls and saving throws, as the axe is incredibly unwieldy to all but its master. As an action, the person attuned to the axe can call it forth from anywhere, provided they are the same plane of existence as the axe. It magically flies to their hand from wherever the sun is positioned in the sky, and cannot be stopped early. If it goes through a creature or object to do so, it goes right through them, dealing 5 force and 5 radiant damage before coming to rest in the open hand of the one attuned to the axe. This ability can be used any time, even at the highest point of night, and has no restrictions on how many times it can be used.

 

 

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: Melee Attacks, Damage: Radiant, Damage: Fire, Meditating with the Axe in hand at Noon for at least an hour., Damage, Combat, Versatile, Topple

Item Tags: Damage Combat

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