Weapon (antimatter rifle), legendary (requires attunement by a This item must be attuned by kicking down 10 doors in a dungeon)

The Axe of munchkinkind has each base weapon type.

Slaying a foe with the axe of munchkinkind causes this foe to produce twice as much treasure of every type. If the foe does not carry treasure, the foe will drop a wallet containing 1d4 GP times the foe's challenge rating.

The axe of munchkinkind gives a +1 to hit for each magic item you posess, each time you have gained a level holding the axe, each time you have changed class, race, or gender, each point of DM inspiration, and each foe of challenge rating 10 or greater that has been slain with the axe of munchkinkind.

Additionally, the axe of munchkinkind gives a +3 to hit against mimics, ogres, vampires named Vlad, Fred, or Daphne, and slimes.

Additionally, the axe of munchkinkind gives a +1 to hit on Tuesdays. This bonus is doubled if the player provides tacos.

On a successful backstab attempt by a rogue, the holder of an axe of munchkinkind is able to change any flavor text on their character sheet such as background. Two such attacks allow the weilder to change their class while retaining the backstab ability. Four will allow the weilder to change gender, and eight will allow changing race. These class changes wear off after combat so don't bother looking up a bunch of boring rules or modifying your character sheet.

Once per day, the weilder of the axe of munchkinkind may win the game.

It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: This item must be attuned by kicking down 10 doors in a dungeon, Range, Two-Handed, Ammunition (Firearms), Reload, Sap

St_Joan_d_Jett

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