Weapon (battleaxe), artifact (requires attunement)

Forged by the All-Hammer, with the help of the Dawn Father and the Storm Lord, this bejeweled axe has a silver blade and a golden haft.

Sentience

The Axe of the Earthforge is a sentient lawful good weapon with an Intelligence of 25, a Wisdom of 25, and a Charisma of 30. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Common.

Personality

A Zealous solar named Renmael lives within the Axe of the Earthforge. The weapon's mission is to destroy the servants of the Betrayer Gods wherever they hide. The axe encourages its wielder to fight for a just cause the wielder truely believes in.

Dormant

The axe grants the following benefits in its dormant state.

  • You can speak, read, and write Celestial.
  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • The axe has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after you make a ranged attack with the axe, it flies back to your hand.
  • Your Constitution score increases by 2, to a maximum of 22.
  • The axe gains one minor beneficial property.

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.
  • You are immune to poison damage and the poisoned condition.
  • When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
  • The axe gains one additional minor beneficial property.

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, Weapon Property: Thrown, Language: Celestial, Immunity: Poison, Immunity: Poisoned, Bonus: Constitution Score, Damage, Combat, Versatile, Topple

Item Tags: Damage Combat

Darthvenexus

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