This weapon is fashioned from elemental iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Sentience. Axee is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 20, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates empathically with its wielder.
Personality. A once-feared valkyrie named Skeggjǫld lives within Axee. The weapon desires a wielder of tempered rage.
Dormant
The axe grants the following benefits in its dormant state:
- The axe has the weapon property Thrown, with a range of 20/60. Immediately after you make a ranged attack with this weapon, it flies back to your hand.
- You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 fire damage to any target it hits.
- As a reaction when you are hit by a melee attack, you can make a melee attack with Axee with advantage against the attacker. You can’t use this property again until you finish a short or long rest.
Awakened
When the axe reaches an awakened state, it gains the following properties:
- The weapon’s bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon increases to 2d8.
- When you hurl the spear and speak a command word, it transforms into a mote of fire, hurling towards a creature you can see within 120 feet of you. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Axee then returns to your hand. This property can’t be used again until the next dawn or the next time you enter a rage.
Exalted
When the axe reaches an exalted state, it gains the following properties:
- The weapon’s bonus to attack and damage rolls increases to +3.
- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. This property can’t be used again until the next dawn or the next time you enter a rage.
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While holding the axe, you can use an action to summon a meteor. A blazing orb of fire plummets to the ground at a point you can see within 1 mile. Each creature in a 40-foot-radius sphere centered on the point you choose must make a DC 19 Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. This property can’t be used again until the next dawn.
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, Damage: Fire, Damage, Combat, Heavy, Two-Handed, Cleave
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