Alice was a mad barbarian who terrorized the Sword Coast over 200 years ago. During her killing spree, she made this crude and torturous weapon to conduct her murders with. It's blade so worn and used, it's almost a bludgeoning weapon instead of a slashing weapon.
This artifact is Sentient and has an Intelligence of 11, a Wisdom of 18 and a Charisma of 20. Its alignment is chaotic evil and it can communicate with any creature attuned to it by sharing emotions such as anger, joy or empathy. It has hearing and darkvision out to 120 feet. The item craves destruction and goads its user to fight arbitrarily.
This weapon is a one-handed blade that deals 1d8 slashing damage, and 1d6 bludgeoning damage. A creature who is hit by this weapon must make a DC 17 wisdom saving throw, or be frightened of you for 1 minute, and you have advantage on attack rolls made against any creature who is frightened of you. If the target passes the saving throw, they are immune to this effect for 24 hours. If you attack a creature of a Good alignment with this weapon they take an additional 2d8 psychic damage as the horrific screams of the damned souls killed by this blade blare in their mind.
This weapon has 10 charges and regains all spent charges at Dawn. As part of your attack action, you can expend one or more charges to inflict a status effect. On a hit, expend one charge to force the creature to make a DC 17 saving throw against one of the following effects.
The target must make a Constitution saving throw or be poisoned for up to 1 minute, 1 charge.
The target must make a Wisdom saving throw or become blinded for up to 1 minute, 2 charges.
The target must make a Charisma saving throw or be stunned until the end of your next turn, 3 charges.
The target must make a Strength saving throw or be sent flying 40 feet straight up into the air if the target has no way of preventing its self from falling it falls 40 feet taking fall damage and is prone. If the target is stopped early by hitting a ceiling or other object it takes fall damage equal to the distance traveled as if it were falling and then begins to fall, taking additional fall damage. 4 charge.
While attuned to this weapon, you cannot be frightened or charmed by any creature, spell or item other than this artifact.
If a creature attunes to this weapon, they are cursed and must make a DC 17 Charisma saving throw at the start of every day while the weapon is on their person. If they fail the saving throw, they lose all control of their own actions for the next 24 hours as the spirit of the weapon take over their body and seeks to comet vile acts of evil. The creature can not willingly part with the weapon, and any attempts to forcefully take the weapon away from the creature forces it to become hostile and attack with all it's power and might to prevent it from being taken away. Only a Greater Restoration or Wish spell can remove the curse and the creatures attunement to the artifact.
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: Immunity: Charmed, Immunity: Frightened, Melee Weapon Attack: Psychic, Melee Weapon Attack: Slashing, Melee Weapon Attack: Bludgeoning, Damage, Buff, Debuff, Cursed, Sentient, Versatile, Topple
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