A relic of an era long past, this weapon was found on the previously unexplored continent of Sahrûn. Appearing at first as a +1 greataxe, spending the required amount of time in attuning to it reveals a complicated mechanism by which the handle of the greataxe is retracted and then ejected as a +1 longsword, leaving the head of the greataxe as a shield, which acts as a normal shield does, adding +2 to the wielder's armor class.
Because this weapon behaves as three different types of armaments, proficiency with all three is required to effectively wield this weapon. This weapon confers a -1 penalty to hit (though not to damage) for each proficiency lacked, up to -3, instead of any bonuses to hit it would normally offer. Once attuned, the sword grants a +2 bonus and the greataxe grants a +3 bonus.
The charge blade requires the use of a bonus action to sheathe and unsheathe, due to the mechanical motion within it.
While in sword and shield mode, the wielder has access to additional action options, but moves more slowly at -5 feet per turn.
Additional sword and shield actions:
Charge Attack: using a bonus action, the wielder can charge the blade, and up to 2 subsequent attacks this turn deal an extra 2d4 radiant damage on hit. Additionally, on a successful hit, the blade gains charge levels, which differ based on the number of consecutive attacks that hit.
- Level 0 charge: no effect.
- Level 1 charge: Pressure builds in a chamber within the blade, turning an indicator above the handle yellow.
- Level 2 charge: Pressure increases within the chamber, turning the indicator red.
- Overcharge: Pressure spills back out of the chamber due to its limited size. This and all subsequent attacks suffer a -5 penalty to hit until pressure is released. The blade itself glows a dull red.
Pressure Release: using a bonus action, or in place of an attack made as part of the attack action, the wielder can insert the blade into the top of the shield and squeeze a the handle of the shield. This causes the shield to compress the sword, forcing it to release any built charges into a pressure chamber within the shield. The shield can hold up to five charges, and gains charges based on the charge level of the blade prior to releasing pressure. Level 1 charges store 2 shield charges, and level 3 charges and overcharges store 5. Taking this action provokes attacks of opportunity from any hostile creature within 5 feet.
Defensive Dash: in place of a standard attack (such as an attack as part of a multiattack), the wielder can use one level of blade charge to take the disengage action and move up to 10 feet in any direction. Upon coming to rest, the wielder provokes attacks of opportunity from any hostile creature within 5 feet of its new position, but enjoys a +3 to AC against any such attack. An overcharge can be spent to take this action; if this is the case, instead move 15 feet after disengaging, and the wielder may attack one creature that is within range during this move for 1d4 slashing + 1d4 radiant instead of normal damage.
*Blade Supercharge: requires Shield Supercharge. After initiating the Pressure Release action, if the shield is supercharged, the wielder may spend a bonus action to confer a charge from the shield into the sword, which lasts for a minute. This may be done in place of an attack made as part of the attack action. The next attack deals critical damage on a successful hit. All subsequent attacks made with the sword while supercharged deal an additional 2d4 radiant damage on hit. Additionally the number of consecutive hits required to increase charge levels decreases by 1, which means a single hit awards charge level 1.
Axe Morph: as an action, the wielder may insert the sword into the top of the shield and engage the morph mechanism. The combined sword and shield revert to greataxe form, and the wielder may perform an attack during this process as the axehead extends. This action may be taken after performing a Pressure Release.
While wielding this weapon in greataxe form, the wielder no longer receives any benefits from the shield, moves at half speed, and loses the effects of a Sword or Shield Supercharge for as long as the weapon remains in greataxe form. The bonuses received from a Supercharge still wear off at the normal rate whether the weapon is in sword and shield or greataxe form. While in greataxe form, the wielder loses the actions that were available in sword and shield form, but gains access to additional options from the greataxe.
Additional greataxe options:
Pressure discharge: requires at least one shield charge. Before rolling to attack, the wielder may expend one shield charge as a bonus action. On a successful hit, the target takes an additional 3d6 radiant damage.
Super Discharge: requires at least one shield charge. As an action, the wielder may expend all available shield charges and make a multiattack as follows: all creatures in melee range must make a DEX saving throw with DC equal to the wielder's STR mod + 8 for hostile creatures and +4 for friendly. Any creatures that fail their save take 1/2 the weapon damage of the greataxe. Then, the wielder makes an attack on one target within 10 feet, with advantage against inanimate objects, or against creatures of two or more size categories larger than the wielder. A successful hit deal critical damage. Regardless of whether the attack connects, the target and all creatures behind them must make a DEX saving throw with DC equal to 15 + the number of charges spent during the attack (maximum DC of 20) or take 1d6 radiant damage for each charge spent during the attack (maximum of 5d6). If a creature saves by more than 5, they take no damage, otherwise they take half damage. At the end of this attack, the sword is ejected from the shield and the wielder must end their turn.
Sword Morph: as a bonus action, the wielder may collapse the greataxe and cause it to revert to sword and shield form. This may also be done in place of a standard attack; if this is the case, the wielder performs a Defensive Dash.
Shield Supercharge: requires at least one shield charge. As an action, the wielder may expend all available shield charges and make a multiattack as follows: all creatures in melee range must make a DEX saving throw with DC equal to the wielder's STR mod + 8 for hostile creatures and +4 for friendly. Any creatures that fail their save take 1/2 the weapon damage of the greataxe. Then, the wielder performs a Defensive Dash as they would with an overcharged blade, and consumes all shield charges to increase defensive capabilities. The charge blade reverts to sword and shield form.
A supercharged shield grants +3 to AC instead of +2, and for every attack against you that is unsuccessful because of this additional bonus, the shield stores up pressure equal to 1/2 charge level. This pressure must still be released into charges as though it was a blade charge level. A supercharged shield allows the wielder to perform the Sword Supercharge action.
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: Spending 2 short rests practicing with the charge blade, 1 each in greataxe mode and in sword and shield mode., Heavy, Two-Handed, Cleave
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