History. Baphomet's endless labyrinthine annually holds competitions to test the best of his followers so that they may be able to earn one of three Bloody weapons: the Bardiche, the Longsword, and the Staff. Upon wielding one of the Bloody weapons, one vows to serve to uphold Baphomet's ideals, see anyone as potential prey and hunger for their demise.
You have a +3 to attack bonuses and damage rolls when attuned to this two-headed obsidian greataxe that has a 10ft pole attached with swirling red pulsing lines. It has the following additional properties.
Abyssal Reach. When wielding a Bloody weapon, your reach becomes 10ft instead of 5ft.
Baphomet's Blessing. On each hit, the target takes an additional 2d6 psychic damage and their speed is reduced by 10 feet until the start of their next turn.
Feed on Feeble. Whenever a Bloody weapon damages another creature, that creature must make a contested Constitution saving throw against yours. Whomever succeeds saps 1 point of strength from the other creature (increasing it to a maximum of 30) for the next 24 hours. Ties constitute a reroll.
Exposed Power. If a Bloody weapon saps enough strength that your Strength score reaches 30 within a 24 hour period, you immediately shed a wave of fear in a 15ft radius (DC 15 Wisdom saving throw) centered around you that saps your own strength in return for more power. On a failed save, creatures are frightened of you for 1 minute. For every round that you attack with a Bloody weapon, your total strength score acts as charges that can be expended to deal an extra 1d6 force damage before or after you hit a creature. If more than 10 charges are expended, you can consider the attack a critical hit. If you expend strength charges in either way that reduces your strength score below 20, you suffer the effects of trying to unattune from this weapon and suffer one level of exhaustion. If you reduce your strength score to zero this way, you instantly die.
Demonic Influence. Your first instinct is that larger prey come with larger fame, make a DC 18 Wisdom saving throw. On a failed save, you regard any creature as your prey, including your allies.
Curse. You feel that this is the only weapon you must ever wield to showcase your strength and prowess worthy of Baphomet's praise. To unattune from this weapon, you need to succeed on a DC 18 Wisdom saving throw or take 4d6 psychic damage, regardless of resistances or immunities. Repeating this increases the DC by 1 and the damage by 1d6 for every attempt done within 24 hours. Only the effects of a Wish spell can allow the user to freely unattune from the item.
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: Choose an Ability Score, Melee Weapon Attack: Psychic, Speed Reduction: Impose, Exhaustion, creature with a chaotic non-good alignment and a minimum strength score of 20, Damage, Buff, Combat, Cursed, Bane, Heavy, Two-Handed, Cleave
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Posted Dec 6, 2019are you going to make the other weapons?
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Posted Sep 23, 2020Hey! I didn't have plans to make other weapons, but I may attempt to make another (as I make these for my players) soon :)