The axe gains the heavy property when wielded with two hands. The axe also has the Thrown property (20/60). If attuned you can use your bonus action to cause the ax to vanish and appear in your empty hand as long as you are within 100 ft of it.
These charges can be used to activate the following features.
▪️ You can spend 1 charge (no action required) to empower the ax with the cosmic power of the sundered planets. For the next 1 minute when you hit a target with an attack made with the Apocolax it inflicts an additional 1d8 Force damage. In addition, all of your attacks with the ax deal double damage to objects, structures, and creatures made of earth and/or stone. You can expend one additional charge to increase this damage by an additional 1d8.
▪️ As an action you can spend 1 charge to magically fix the ax in place. This features functions exactly like an Immovable Rod but instead of a button you simply mentally command the ax to remain fixed in place. The ax remains fixed until you dismiss the feature (no action required) or your attunement ends.
▪️ While gripping the ax you can use your action to spend 2 charges and alter gravity. For the next 1 minute every creature and object that is within 5 ft is a target of the Levitate spell (DC 15). Creatures of your choice can match your up or down movement. On your turn you can use your action to change the altitude of all other targets by up to 20 feet in either direction
▪️ ️As an action you can spend 4 charges as you hurl the ax at a target you can see within 60ft. If the target is a creature roll the attack and damage as normal. Hit or miss the ax releases an intense cosmic light that fills a 20ft radius sphere centered on the ax. A creature inside the sphere when it forms, that enters the sphere for the first time on a turn, or starts its turn there, must make a Constitution saving throw (DC 15). On a failed save, the creature takes 4d8 radiant damage and is blinded until the beginning of their next turn. On a successful save, the creature takes half as much damage and isn’t blinded. This sphere remains until you call the ax back to your empty hand.
When the ax reappears in your hand, the sphere implodes leaving behind a small dark spinning orb in its spot. The orb exerts a powerful gravitational pull on a 20ft radius sphere around it. A creature’s speed is halved in the area and all unsecured objects are instantly pulled towards the orb. A creature that enters the radius for the first time on a turn or starts its turn there, must make a Strength saving throw (DC 15) or be pulled 20 ft towards the orb. On a successful save the creature isn't pulled. If a creature ends its turn within 5ft of the Orb it suffers 4d8 force damage. If this damage reduces a creature to zero hit points it disintegrates as it is pulled into the orb. The orb remains for 1 minute before blinking out of existence.
You can recover 1d4 charges during a short or long rest if the ax is exposed to the clear night sky or you are on the astral plane. Otherwise all expended charges are recovered at dawn.
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: The axe has number of charges equal to your proficiency modifier. , Long Rest, Versatile, Topple
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