Weapon (greataxe), legendary (requires attunement by a Druid or a Cleric)

A unique horn in which the power of ancestral spirit fiercely dwells, this large, wing-shaped specimen is wielded as weapon of spirit worship. In the ancestral spirit-woshipping faith, these are considered envoys' wings, made to reap the lives of beings which experience no sprouting. 

You gain a +6 bonus to attack and damage rolls made with this magic weapon, and it grants the War Caster feat if you don't already have it. While wielding this weapon, you are proficient with Greataxe's, you gain a bonus to your AC equal to your Wisdom modifier, and use your Wisdom Modifier for melee attacks with the weapon. It deals 2d12 slashing damage on a hit, plus an extra 2d12 Necrotic or Radiant damage (your choice) if the target is not a Fey creature. Each time you hit a creature with this weapon, it must succeed on a Strength saving throw against your Strength or Wisdom Score (your choice) or be knocked prone

While attuned to this weapon, Fey, Beast, and Plant creatures are friendly towards you until you do something to harm them and you are resistant to Radiant, Necrotic, and Poison damage.

Your jump height and jump distance is tripled, and you can jump up to three times as part of the same action. While in mid-air, you can jump as if you were standing on a solid surface up to 3 times.

Call Upon the Spirits. The axe has 3 charges that recharge at dawn. You can expend 1 charge as an action to perform one of the following actions:

  • Soul Stifler. All hostile creatures within 30 ft. of you must make a DC (12 + your WIS modifier + your PB) Wisdom saving throw. On a failed save, a creature takes 22 (4d6) Radiant damage, has its AC reduced by an amount equal to your WIS modifier + your PB until the end of your next turn, and it gains a vulnerability to Radiant and Necrotic Damage for 1 minute, which removes any immunities and resistances to those damage types.
  • Soul Siphon. All hostile creatures within 30 ft. of you must make a DC (13 + your WIS modifier + your PB) Constitution saving throw. On a failed save, a creature takes 35 (4d8) Necrotic damage, and you regain hit points equal to half of the Necrotic damage dealt.
  • Soul Shroud. You cast the Fog Cloud (9th level) spell. You and friendly creatures you choose within its radius can see through this fog clearly. While in the fog cloud, you and the chosen friendly creatures regain 10 (1d20) hit points at the start of each of their turns, are immune to Poison damage, and are can't be poisoned.

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: Slashing, Feat: War Caster, Resistance: Poison, Resistance: Necrotic, Resistance: Radiant, Proficiency: Greataxe, Bonus: Armor Class, Bonus: Magic Item Attack With Wisdom, Druid or a Cleric, Damage, Buff, Heavy, Two-Handed, Cleave

Item Tags: Damage Buff

McFlyDragonEye

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