Weapon (greataxe), legendary (requires attunement)

This magical greataxe provides a +2 bonus to attack and damage rolls made with this weapon, and it deals an extra 1d6 lightning damage on a hit.  Additionally, the first time you hit a creature with an attack with this axe on each of your turns, you can use one of the following properties.  Once you have used each property, you cannot use it again until the next dawn.

Thunderclap: As you strike with the axe, a deafening clap of thunder rings out. The creature you hit and all creatures within 20 feet (excluding you) must make a DC14 Constitution save.  A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one.  A creature who fails its save is also deafened for 1 minute.  A deafened creature can repeat the save at the end of each of their turns, ending the effect on itself on a success.

Lightning arc: Your blow sparks an arc of lightning that strikes all creatures nearby.  The creature you hit and all other creatures in a 15 foot cone must make a DC14 Dexterity throw.  A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.  A creature who fails its save is stunned until the end of your next turn.

Shockwave: The force of your blow shakes the ground in a burst of energy forming a line 20 feet long and 5 feet wide from the creature you hit.  The creature you hit and all other creatures on the line must make a DC14 Strength save.  A creature takes 4d6 thunder damage and is knocked prone on a failed save, or takes half damage and is not knocked prone on a success.

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: Lightning, Bonus: Magic, Deafened, Stunned, Prone, Damage, Control, Combat, Heavy, Two-Handed, Cleave

Previous Versions

Name Date Modified Views Adds Version Actions
2/7/2021 12:46:21 AM
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8/23/2021 3:42:50 PM
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Item Tags: Damage Control Combat

TheSweetMan

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