Weapon (greataxe), artifact (requires attunement by a Barbarian)

Axe of the Last Hearth adds +3 to all attack and damage rolls made with this weapon.  This weapon ignores all damage resistances and immunities.  It increases your critical range by 1 (Critical Hit on 19 and 20).  It gives advantage on attacks against creatures that had already attacked this turn.  A reaction can be used to transfer damage done to any creature within 30 feet to the wielder instead.

Once per round, when you attack, you can manifest a spirit of an ancient barbarian warrior welding this axe and attack the attacked creature (+6 to hit, 2d6 + 4 slashing damage) and then disappears.

Twice per day, on a successful hit, the wielder may banish the attacked creature into a spirit realm (mirror-like to the real world, but ethereal and faint in color), unless they pass a DC15 Charisma saving throw.  Once in the spirit realm, they are attacked by three of the Warrior Spirits (25HP, 14AC, 30 feet movement, attacks as seen above).  The creature returns to the spirit realm after one minute, or after it kills all the Warrior Spirits.

This weapon can only be wielded if used to protect innocents or yourself, or as a simple tool.  It is impossibly heavy to wield (DC25 Strength saving throw at the start of each turn), if the wielder has any nefarious intentions with it, or is an unjustly aggressor (A skeleton not threatening anyone can not be attacked unless it attacks the wielder itself).  Even evil creatures (devils, demons) can wield it, if the conditions are met, but it must not be done in hopes of gain.

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: Barbarian, Heavy, Two-Handed, Cleave

FragranceMan

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