Weapon (handaxe), artifact (requires attunement by a by a creature deemed "based")

2 minor beneficial properties

1 minor detrimental properties

Attacks with Persuasion can be made with Dexterity rather than strength

Persuasion counts as a +3 weapon and functions as a dancing blade and weapon of sharpness

Persuasion also deals and extra 3d6 psychic on hit 

Sentient  Persuasion has the personality of an easily amused fey and enjoys teasing the wielder when they miss an attack and giving them overly sarcastic praise when they do something cool.  Persuasion communicates with the wielder through telepathy and can read, speak, and understand Common, and Sylvian.  Persuasion has an Intelligence of 12. a wisdom of 16, and a charisma of 20.

Open Passage While wielding Persuasion the wielder can use an action to attempt to cut through the fabric connecting the material plane to the ethereal, feywild, and shadowfell planes.  Persuasion grants advantage to checks made for traveling in any of the aforementioned planes.  Once this ability is used it can't be used again for three days.

Expand

Persuasion can magically expand itself to the a greataxe for 1 hour increasing the damage die to 1d12, while retaining all properties it has, such as throwing.

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: Melee Weapon Attack: Psychic, Bonus: Dexterity Attacks, Weapon Property: Finesse, by a creature deemed "based", Light, Thrown, Vex

Hydrodyne626

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