While attuned to this weapon you gain a +3 bonus to attack and damage rolls. In addition you deal on all attacks an extra 1d12 necrotic damage to creatures other than undead and constructs. When you kill a creature with the axe for the first time on each of your turns you can use a reaction to tear the soul from the body and store it in the axe. The axe can store up to 13 souls. If you have souls stored in the axe when you finish a long rest roll a d20. On a 20 nothing happens, on a 2-19 one soul escapes the axe, on a 1 all souls break free and you must make a Constitution Saving Throw DC 20 or take 1d12 necrotic damage per soul and have your hit point maximum reduces until your next long rest. On a success your hit point maximum is not reduced.
You can expend souls in 4 different way.
Soul Vitality: as a bonus action on your turn you can expend any amount of souls and regain 10 hit points per soul.
Chill of the Afterlife: when you hit as part of your attack you can expend up to 5 souls dealing an additional 5 necrotic damage per soul.
Death Substitute: if reduced to 0 hit points and not killed outright you can expend 5 souls as a reaction to keep you on the edge at 1 hit point.
Experience of the Damned: as an action you can expend all 13 souls giving you additional traits. For 1 minute you become resistant to all damage and gain the improved critical feature. You have advantage on saving throws and ability checks. You gain 10 hit points at the start of each of your turns unless you take radiant or necrotic damage. Your hit point maximum is permanently reduced by 5 when you activate this ability and can't be used again for 7 days.
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: Heavy, Two-Handed, Cleave
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