You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Electro chain (Requires Attunement). You must have a dexterity of 20 or higher to attune to this weapon. While you are attuned to this weapon and holding it, your Dexterity score increases by 3 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a lesser enemy, the enemy must succeed on a DC 17 Constitution saving throw or die.
The Tomahawk also has 2 charges and can be recharged with electrocell batteries. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the Tomahawk, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 40 feet. If the attack hits, the axe unleashes a lightning jolt. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of your next turn.
You can also use 1 charge on a normal hit to do an additional (1d6) lightning damage.
Proficiency with a Handaxe 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Must have a dex of 20 or higher, Damage, Combat, Light, Thrown, Vex
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