Weapon (battleaxe), legendary (requires attunement)

This ornately decorated golden battleaxe is made by dwarven artisans. Gems are placed all over it. There are slots on the blade about the size of gold coins.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Fountain of Wealth. When you roll a 20 on your attack roll with this magic weapon or you kill a hostile creature in battle with it, a number of gold coins equal to the damage of the attack erupts from the coin slots of the weapon. After the first time this happens, you can define a purse, pocket or bag of your choice for the coins to materialize. If you have no room for the coins or don't want them to be immediately added to your storage, the coins erupt from the wound you inflict on the target instead. Once this property has been used, it can't be used again for 12 hours.

Gold Sense. The wielder can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can’t locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.

The Power of Greed

Feed the weapon with gold coins to improve the weapon temporarily. Count the number of coins you have feeded into this weapon when you are attuned to it. The weapon gains special improvements after some milestones. The total gold counter resets to 0 if the wielder unattunes from the weapon. You can use an action to feed 10 gold to the weapon.

Golden Blade. Once per day you can feed the axe with 100 gold coins to increase the magical bonus by one. This effect vanishes after one hour. During this time you can slash through the air, releasing a spectral blade of gold splinters to make an attack with a range of 15 ft. Each ranged attack reduces the remaining time for the extra magical bonus by 10 minutes. If you want to use this feature more than once per day, you have to double the cost per usage during that day.

Golden Petrification. Once the weapon is fed with 2000 gold coins it gains a charge of golden petrification, if it does not already have a charge. You can expend the charge if you hit a creature that is not a construct. The target must succeed on a DC 15 Constitution saving throw or be restrained for the duration of 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On three successful saves, the effect ends on the target, if it fails three saving throws it is petrified into stone with a shiny gold layer. This condition can be reversed by a greater restoration or wish spell.

Melting Gold. After the weapon is fed with 10,000 gold coins, it gets hot in battle and deals 1d6 fire damage on any target it hits.

Gold Guardian. After fed with 20,000 gold coins you can use an action to transform a pile of gold, which is worth at least 1000 gold coins, to a magical construct. The construct is friendly toward you and your companions. It has its own initiative and obeys any verbal commands that you issue to it. The construct has the stats of an Helmed Horror. For each additional 10 gp on the pile the HP is increased by one. The construct can be healed if fed with 10 gp worth of gold for 1 HP. If it is reduced to 0 HP, it turns to dust. There can only be one construct under control, if this ability is used again, the previous construct is turned to dust.

Gold Matters. After 100,000 gold coins you can ask the gods for a blessing - good luck!

Curse

This weapon is cursed by the magic of an abhorrent overlord. If you detect a large amount of gold you have to make a charisma save against DC 15 to resist the urge to investigate where this gold is and what amount there lies. You write down every detail about your findings. Also, if an Abhorrent Overlord is within 10 miles, you have to make a charisma save against DC of 15 on each morning and after each discovery of large amounts of gold. If the save fails you must report your findings to the Abhorrent Overlord and obey him.

Proficiency with a Battleaxe 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.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Bonus: Magic, Damage, Detection, Combat, Cursed, transmutation, Versatile, Topple

Item Tags: Damage Detection Combat Cursed transmutation

MysteriumBrimborium

Comments

Posts Quoted:
Reply
Clear All Quotes