This brutal greataxe, carved of volcanic glass and possesed of a cruel serrated edge, is the ancestral war axe of a tribe of Goliath warriors in the northern mountains. Once wielded by the emporer of their far reaching empire it is possesed by his his spirit and allows only warriors whom have bested it's last wielder in single combat to wield it. The gold inlaid ebony hilt is inlaid with runes in the Giant togue, which grow smaller as the tales of previous wielders are enscribed in it with each one that falls.
While attuned to it you have a +3 bonus to attack and damage rolls made with this magic weapon and deal extra force damage equal to your Strength modifier.
The axe has ten charges which you can spend to invoke two effects, the first is as an action to send out a pulse of magic, determining if there are any dragons within 1 mile of you, or 3 miles if in mountainous terrain, and their direction(s). You learn their numbers and are given knowledge of the damage type of their breath weapon. The second use is for casting the spell Spirit Guardians, starting with one charges casting it at 3rd level and going up to 7 charges and 9th level. The axe regains 2d4+2 charges daily at dawn.
Additionally, while attuned to the axe you have several other benefits, listed bellow.
Brutal Criticals- All critical hits deal an additional 2 dice of damage, this damage is of the weapons type. Further crits force a Con save on the victim (DC 17) or be stunned for one minute, rerolling it at the end of each of the creature rounds.
Fortified Psyche- You gain resistence to Psychi damage.
Truesight- You gain truesight out to a range of 120 feet.
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, Damage: Melee Weapon Attacks, Resistance: Psychic, Sense: Truesight, Melee Weapon Attack: Force, Stunned, Damage, Combat, Heavy, Two-Handed, Cleave
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