Weapon (greataxe), legendary (requires attunement by a Chaotic Evil, Strength 18)

Blood absorber: The Greataxe can absorb blood and use it for different abilities., to absorb blood you have to wound an opponent with Baal'Maugg, Blood God of Carnage, you can also spend a bonus action to absorb blood on the ground from the bloody injuries inflicted by this weapon for 1d10+Con Mod of blood points per round. This weapon has a Blood Point maximum of 10+ your current Level. when Baal'Maugg, Blood God of Carnage deals damage to a any living thing with blood or blood like fluid they recieve counters depending on how much damage is dealt see below for details:

Blood Counter= 1d4 (2) bleeding damage 

Bleeding Counter= 1d6 (5) bleeding damage

Hemorrhage counter= 2d10 (16) bleeding damage

Saguanation Counter= 4d12 (35) Magical Bleeding damage, must take a DC 18 Constitution saving throw or be knocked unconscious until the start of their next turn.

For every 10 damage dealt by this weapon gain 1 blood point, at the end of combat you lose all Blood Points.

Bloodthirst: The Greataxe has a +6 bonus to attack and damage rolls with the properties of a vicious weapon. When you hit a hostile creature with Baal'Maugg, Blood God of Carnage you regain hit points back equal to half the total amount of damage dealt. If this would exceed the hit point maximum, it instead grants temporary hit points instead. the normal damage of this weapon is: 6d6 Slashing damage. while wielding Baal'Maugg, Blood God of Carnage you have -6 to your AC.

Quick Footed. While while wielding this weapon, your walking speed is doubled.

Revenge. When you are hit by a melee attack, you may activate this ability. While you still take the damage, you may also deal half of it back as bleeding damage onto whoever inflicted it, as long as they have been damaged within the last 24 hours. Costs 1 blood point.

Stored Revenge. Immediately after activating Revenge, you may activate Stored Revenge. On your next successful attack, you may roll, along with your own damage dice, the dice that was rolled to damage you. This costs 5 blood points.

Ultimate Revenge. When you are hit by a ranged or spell attack, you may activate this ability, casting a 5th level hellish rebuke. This costs 3 blood points.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1hit points instead. Baal'Maugg, Blood God of Carnage regains use of this property after a short/long rest.

Special. Each kill with this weapon increases user's strength and constitution by 1 up to a maximum of +10, the increase will last until a short or long rest occurs.  

Bloodthirst: The Greataxe has a +3 bonus to attack and damage rolls with the properties of a vicious weapon. When you hit a hostile creature with Baal'Maugg, Blood God of Carnage you regain hit points back equal to half the total amount of damage dealt. If this would exceed the hit point maximum, it instead grants temporary hit points instead. 

Strike True. While wielding this weapon, your critical hits land on a roll of 19-20. When you roll a critical hit, multiply the damage by 3 instead of 2.

Aura of Hunger. At the start of each turn while wielding Baal'Maugg, Blood God of Carnage, each creature within 30 feet of it takes 5 damage from bleeding if it has been damaged in the past 24 hours and is not at full health. The wound opens backup and starts bleeding.

Bloody Aura. At the start of each of your turns while wielding this weapon, each creature within 5 feet of you takes 10 damage. A creature that touches you or hits you with a melee attack while within 5 feet of it takes 10 damage.

Blood Frenzy. You have advantage on melee attack rolls against any creature that doesn't have all its hit points.

Regeneration: At the end of each turn when your wielding Baal'Maugg, Blood God of Carnage you regain hit points equal to half of all bleeding damage dealt.

Blood Cull: Spend 4 Blood Point and this weapon can target as many people in a 15 ft cone and make them roll a DC 22 Constitution saving throw. On a failed save, blood will be spilled out of their bodies (5D6) damage.

Berserk: On your turn you can spend 1 Blood Point to go berserk. You attack the person who is closest you, friend or foe. You have advantage on the attack roll, and you have resistance to all damage types.

Bloodlust: If a creature is reduced to 0 hp from an attack from this weapon, you may spend 1 blood point and move up to half your movement speed and make another attack against a creature you can reach, even if you have already used your full movement this round.

Inflict wound: The Greataxe owner can use Blood Points to command the sword to use Inflict wound to your normal attack if they hit, see the table below:

  • 1 Blood point= 1 blood counter
  • 2 Blood points= 1 Bleeding Counter
  • 4 Blood points= 1 Hemorrhage counter
  • 8 Blood Points= 1 Saguanation Counter

This ability can stack up to your total blood point maximum.

Demon Hide: While holding Baal'Maugg, Blood God of Carnage, spend 6 blood points and use an action to conjure a set of plate armor formed from the hide of the Great Blood God. As a bonus action you can dismiss the armor. The armor acts as +3 plate armor. In addition, critical hits against you are considered to be normal hits and you are immune to being charmed, frightened, paralyzed or poisoned; and you have resistance to bludgeoning, piercing and slashing damage from non-magical weapons. The armor lasts for an hour before fading back into the Axe.

Siphon Blood. spend 4 blood points and instead of making a normal attack Baal'Maugg, Blood God of Carnage can cause everything in a 60' radius to start to bleed from its eyes, nose, mouth, ears and open wounds it may already have. All living things within this effect must make a DC 18 constitution check or start to bleed. This effect deals 40 bleeding damage and 2 bleeding counters on a failed save and has no effect on a successful check. Half of the damage dealt from siphon blood heals you

Blood Spray. Spend 6 Blood Points, Baal'Maugg, Blood God of Carnage exhales boiling blood in a 60-foot cone . Each creature in that cone must make a DC 22 Dexterity saving throw, taking 55 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Boiling Blood. spend 5 Blood Points, every Creature within a 30 ft radius of a point you can see within 90 ft must succeed on a DC 18 Dexterity save or take 4d6 Fire damage and 1 hemorrhage counter on a failed. 1 bleeding counter and half as much damage on a successful save.

Sentience: Blood-sword is a sentient Chaotic evil weapon with an intelligence of 26, a wisdom of 29, and charisma of 22. It has hearing and darkvision out a range of 120 ft. The weapon can speak, read and understand abyssal, draconic and infernal. While you are attuned to it, Blood-sword also understands every language you know.

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: Chaotic Evil, Strength 18, Heavy, Two-Handed, Cleave

TheBlackCentipede

Comments

Posts Quoted:
Reply
Clear All Quotes