Weapon (any axe), unknown rarity (requires attunement by a The Axe of the First Clan - berserker's battle axe - Requires attunement via an unknown yet powerful sorcerer )

The following applies without attunement: You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Wielding the axe and Entering Frenzy: causes the axe to emit a faint yellow glow visible in low light. The light can absorb up to 2 magic based damage based on saving roll. Stat modifications: -5 to INT, WIS, and CHA. / +2 to STR, DEX, and CON. Max hit points +1 per 2 levels rounded down. 

Curse: The axe dulls quickly and requires frequent maintenance.  After every combat encounter if the axe is not sharpened it gains +1 Bludgeoning and -2 slashing modifier

Whenever a hostile entity damages you while the axe is in your possession, you must succeed on a DC 18 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack the perceived weakest one. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

After attunement the following applies:

The following applies after attunement: You gain a +5 bonus to attack and damage rolls made with this magic weapon.

Wielding the axe and Entering Frenzy: causes the axe to emit a vibrant yellow blaze increasing visibility up to 100ft. The light can absorb up to 10 magic based damage based on saving roll. Stat modifications: -10 to INT, WIS, and CHA. / +5 to STR, DEX, and CON. Max hit points +1 per character level. 

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile entity damages you while the axe is in your possession, you must succeed on a DC 10 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack the perceived weakest one. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

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: Hit Points per Level, The Axe of the First Clan - berserker's battle axe - Requires attunement via an unknown yet powerful sorcerer , Combat, Cursed, Versatile, Topple

Item Tags: Combat Cursed

Bakhar

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