Once attuned to you it cannot be wielded/lifted by any other player and cannot be attuned to another player.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after the ranged attack or at your command, the weapon flies back to your hand. When you hit an enemy, whether melee or ranged, it deals an extra 1d8 frost damage.
While wielding the Axe of Bahamut you have resistance to lightning damage.
Axe of Bahamut has 8 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Thunderwave (1), Aid (2), Call Lightning (3), Storm Sphere (4).
Critical Proficiency - This weapon scores a critical hit on a roll of 19-20.
Axe of Bahamut regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 18-20 all charges are restored.
Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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, Cleric, Damage, Combat, Versatile, Topple
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