This handaxe is a conduit for elemental energy. During a short rest or long rest, you can attune the axe to a particular elemental type. You can choose acid, cold, fire, lightning, or thunder. Each element changes the damage type of the axe and adds a special ability.
Special Abilities:
Acid: Each hit with this element has a chance to do bonus acid damage. When rolling damage for a hit, the creature hit must make a DC12 CON saving throw or take 1d8 extra acid damage.
Cold: The wielder can touch the top of any water-based liquid with the axe to instantly freeze it. The newly-frozen surface can be safely walked on by up to 8 medium creatures.
Fire: The wielder can use the edge of the axe to start a fire on any flammable surface. It takes 12 seconds (two turns) to catch unless it is oil, in which case it will catch instantly.
Lightning: Each hit with this element has a chance to stun. When rolling damage for a hit, the creature hit must make a DC 10 CON saving throw or be stunned. The DC is 14 if the creature is wet.
Thunder: Choosing this element grants the ability to cast Thaumaturgy at will.
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: Melee Weapon Attacks, Magical Item: Weapon, druid, Light, Thrown, Vex
Previous Versions
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