Weapon (greataxe), very rare (requires attunement)

This axe is imbued with the chaotic magic of the Feywild, granting you limited spellcasting (spell save DC15). It is usually a very sparkly weapon, changing color depending the type of damage it deals.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

On a regular hit, roll a d8. The number rolled on that die determines the attack's damage type, replacing the weapon's slashing damage, as well as its appearance. The weapon's color remains until it is used again.
d8 / Damage Type / Axe Color
1 / Fire / Red, providing bright light in a 5-foot radius and dim light for an additional 5 feet
2 / Cold / White, with a lot of extra sparkles
3 / Lightning / Blue
4 / Thunder / Invisible, granting advantage on your next attack roll as it is more difficult to dodge
5 / Acid / Deep purple
6 / Poison / Green
7 / Radiant / Gold, providing bright light in a 20-foot radius and dim light for an additional 20 feet
8 / Force / A slow fade through all the colors of the rainbow

On a critical hit (natural 20), the axe reverts to a steel gray, and it does magical slashing damage. The colorful magic leaves the axe and enters your target. Roll for a random effect on the Wild Magic Surge table, affecting your target instead of you.

On a critical miss (natural 1), the axe reverts to a steel gray, and you roll for a random effect on the Wild Magic Surge table, targeting self.

While attuned to this weapon, you can cast confusion once per day, cast gust at will, gain expertise in performance, and have disadvantage on charisma saving throws.

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: Bonus: Magic, Expertise: Performance, Disadvantage: Charisma Saving Throws, Heavy, Two-Handed, Cleave

LordFluffington

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