This mighty greataxe pulses with the lifeblood of the Tarrasque.
You gain +3 to attack and damage rolls you make with this magic weapon.
Whenever you hit a creature with this weapon, it gains 1 charge - it can hold up to 10 charges at a time, and loses any remaining charges if you fall unconscious, or if you have not attacked a hostile creature or taken damage since your last turn.
Frightful Roar. While holding this weapon, you can expend 2 charges as an action, and let out a frightful roar. All creatures within 60 ft. of you must make a DC 17 Wisdom saving throw, or become Frightened of you for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on its saving throw or if the condition ends for it, that creature is immune to this feature for the next 24 hours.
Unyielding Body. When a spell forces you to make a saving throw while holding this weapon, you can expend 4 charges as a reaction to make your saving throw with advantage. Any time you are targeted by the Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, you can expend 8 charges as a reaction to be unaffected by the spell - instead, the spell is reflected back to its caster, as though it originated from you, with the caster as the new target.
Tarraspect. The first time every 24 hours this weapon gains 10 charges, it loses all charges and merges with its wielder, granting you the appearance and characteristics of the Tarrasque for the next minute, or until you are reduced to 0 hit points. Your size becomes Large, and you may still access features that are granted to you by this magic weapon. You gain the following attacks, with which you are proficient, and grant you charges as though you hit a creature with this magic weapon.
- Bite. You gain a bite attack, which counts as a simple melee weapon and deals 2d4 piercing damage. If you hit a creature with this attack, you can choose to Grapple that target (Escape DC 17) until you use a bonus action on your turn to end it. Until this grapple ends, you cannot bite another target.
- Magical Strikes. Your unarmed strikes are considered magical, and deal 2d8 slashing damage on a hit.
- Tail. You gain a tail attack, which deals 2d6 bludgeoning damage on a hit. If you hit a creature with this attack, it must succeed on a DC 17 Strength saving throw or be knocked Prone.
Once this feature ends, the axe drops to your side, and your appearance returns to normal.
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, Buff, Combat, Shapechanging, transmutation, Heavy, Two-Handed, Cleave
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