This weapon was once known as the Ethos Flare but renamed after its new owner, a dwarven smith, warrior and dear friend, fell in battle against the corrupted spirit of a former master that had paid the price of a devil's bargain. This weapon's power was awoken and changed by the events that followed the death, deeds and eventual passing of the wielder's mighty soul, his memory forever engraved upon the axe Barakor's Flare. This is a magic weapon forged out of dark cast iron with veins and dwarven runes of obsidian mixed throughout the surface forming scenes such as two dwarves working over an anvil, a dwarven fighter surrounded by people within a pit, a dwarf going on adventures with three others, such as chasing a small creature, fighting an owlbear, standing together upon a dock, and an image of two dwarves walking away.
These runes and veins go up to the edge of the weapon where the obsidian forms a razar-sharp edge. When wielded by the person attuned to the item, the obsidian glows with a bright orange flame, like that of a lit forge, and gains the following abilities:
The weapon is a +1 handaxe and deals an additional 2d6 fire damage on the first attack that hits on the wielder’s turn. Additionally, the wielder can choose for the handaxe to fly through the air back to their open hand if it's within 60 feet of them (no action required), otherwise it will return at the end of their turn if called to their hand.
Redemption: Before the wielder makes an attack on their turn, they can choose to try and redeem the creature they are attacking. If the attack hits, the creature takes an additional 2d10 radiant damage and must make a Charisma Saving throw (DC equals half the amount of radiant damage the creature took, fiends and undead make the save at disadvantage). If the creature fails, its alignment changes to Neutral Good for a number of minutes equal to the Save DC. Creatures immune to the charmed conditions automatically succeed the save. This effect ends early if you or an ally attacks it before the duration ends. This ability can be used 3 times and regains all uses at the next dawn.
Spirit Forge: You gain proficiency in Smiths tools. This handaxe is able to take on the form of a Smiths hammer. While in this form it functions as a hammer and as an action you can light or cool a forge, polish/tarnish an object or surface capable of being polished/tarnished, create a small non-magical metallic object that lasts for one minute, cool an object as if quenched in water, or increase/decrease the heat of a flame.
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: Bonus: Magic, Proficiency: Smith's Tools, Light, Thrown, Vex
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