This artifact is a phylactery of a Demi-Lich.
Call of the Damned: Should this weapon be abandoned, lost, or simply have no wielder, it will somehow find its way into the hands of another, or even a previous, wielder. This artifact can cause a random creature, or a creature already tied to the artifact in some way, within a mile of the Artifact, to make a DC15 charisma saving throw. On a failure the creature is subconciously drawn in the direction of the Artifact, this persistent but not compulsory pull, can remain with the creature their whole life or until the artifact targets another creature.
Fate of the Damned: Should a creature under the "Call of the Damned" effect, come within 15ft of the artifact, the creature must make another DC15 charisma saving throw. On a failure the creature is compelled to take up the artifact as soon as possible, a creature may repeat the saving throw at the end of each of it's turns. On a success the creature is not compelled to pick up the weapon and is immune to Fate of the Damned effect for 24 hours. If a Creature under the effect of Fate of the Damned touches the artifact it instantly attunes to the artifact.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you roll a critical hit on your attack roll with this magic weapon, the target takes an additional 1d12 slashing damage.
Cowl of the Executioner: While wielding this weapon as a bonus action you may speak the command word "Judicium" causing the weapon and yourself to be engulfed in necrotic energy. While engulfed in necrotic energy you gain 10 temporary hit points, have advantage on intimidation checks, and deal an extra 1d6 necrotic damage on a hit with this weapon, provided the target isn't a construct or undead. This necrotic energy engulfs you and the weapon for 1 minute, or until you speak the command word again.
If you reduce such a humanoid to 0 hit points with an attack using this axe, Cowl of the Executioner automatically activates. If the Cowl is already active then it reactivates restoring the temporary hit points, as well as other related properties such as "Haunted Legacy".
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed you can see and hear the tormented souls of all the people who have been killed, and their souls trapped, by this weapon. Anytime you deal a killing blow to a humanoid with this weapon, their soul is also captured by the weapon. Even if the artifact is far away from you, the souls of those you killed with the artifact can still appear within 30ft of you. Periodically a soul will be completely consumed by the artifact, snuffed from existence.
Detrimental Properties:
You take 3d6 necrotic damage when you become attuned or unattuned to the artifact. A creatures who has its hit points reduced to 0 from this damage, dies and has its soul captured by the artifact.
While attuned to the Artifact, your appearance changes as the DM decides.
Haunted Legacy: Whenever Cowl of the Executioner is used, there is a 25% chance that one of the ghosts trapped in the Artifact tries to leave the Artifact and enter your body. If you fail a DC13 Charisma saving throw, it succeeds, and you become an NPC under the DM's control as if under the same effect as a normal ghost's possession ability, when the possession ends the ghost returns to the axe rather than reappearing outside the body.
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, Bonus: Temporary Hit Points, Damage: Necrotic, Heavy, Two-Handed, Cleave
Previous Versions
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6/27/2021 12:52:18 AM
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