This axe was once owned by the legendary Pirate Captain, Khan. An infamous pillager that ravaged the seas for many years, racking up both fortune and bounty until he was laid to rest, when an Eldritch creature attacked his ship. Some say that his skull was so tough, that he needed to shoot a second bullet to penetrate it before his ship went down. This axe contains many souls, and you can hear a faint song play within it. Who knows how many were slain with this very blade, known to most as the Shanty Slayer...
When a creature is struck with this weapon, a pirate crew singing sea shanties plays loudly in their head, dealing 2d6 psychic damage along with the standard slashing damage.
Dormant
Roll a d4 to determine the Song of the Day.
(1) The Wellerman - You gain advantage on persuasion checks a # of times = to your proficiency modifier.
(2) Of Oak and Ash and Thorns - Arse Scratcher deals additional fire damage = to your proficiency modifier.
(3) Moby Duck - Once per day as long as this is the song of the day you can as an action summon a duck. With a dc 14 animal handling check, it will obey your commands. It disappears at dawn or if its hitpoints is reduced to 0.
(4) Hoist Up the Thing - You gain +1 to intelligence checks.
Awakened
Your Song Die is increased to a d6, as two songs are added:
5 Haul Away Joe - You gain advantage on Strength checks and saving throws.
6 Bones in the Ocean - You can release one of the souls lurking within the Axe (No action required; Uses the Ghost stat block) and it will obey all of your commands. In order to return it to the axe, you must succeed on a DC 15 persuasion or intimidation check.
Exalted
The dice is increased to a d8, and some previous songs are upgraded:
(1) The Wellerman - You gain advantage on persuasion checks a # of times = to twice your proficiency modifier.
(2) Of Oak and Ash and Thorns - Arse Scratcher deals additional fire damage = to your proficiency modifier, and you gain resistance to fire damage.
(3) Moby Duck - Once per day as long as this is the song of the day you can as an action summon a duck. With a dc 14 animal handling check, it will obey your commands. It disappears at dawn or if its hp is reduced to 0.
(4) Hoist Up the Thing - You gain +2 to intelligence checks, and resistance to psychic damage
(5) Haul Away Joe - You gain advantage on Strength checks and saving throws.
(6) Bones in the Ocean - You can release one of the souls lurking within the Axe (No action required; Uses the Ghost stat block) and it will obey all of your commands. In order to return it to the axe, you must succeed on a DC 15 persuasion or intimidation check.
(7) Drunken Sailor - When the Arse Scratcher hits a target, they must make a constitution saving throw = to your charisma score. On a failure, they have disadvantage on all attacks until the beginning of your next turn.
(8) Captain Albert Alexander - Your are immune to Frightened condition and gain 1d4 temporary hitpoints.
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: Damage: Psychic, those chosen by the spirit of Khan, Heavy, Two-Handed, Cleave
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