Weapon (battleaxe), legendary (requires attunement by a creature of Lawful and/or Good Alignment)

You gain a +2 bonus to attack and damage rolls made with this weapon.
While attuned to this weapon, as an action you may cause it to shed bright azure light in a 20-foot radius and dim light for an additional 20 feet.

Sealed: Turning. To unseal, kill a Greater Undead.
When you hit a fiend or an undead with this axe, that creature takes an extra 2d6 radiant damage.
If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 17 Wisdom saving throw or be destroyed.
On a successful save, the creature becomes Frightened of you until the end of your next turn.

Sealed: Hurling. To unseal, kill an Evil aligned humanoid of considerable threat.
The weapon has 5 Charges, and regains all expanded charges at dawn.
As part of an Attack Action, expend one of the charges to make a Ranged Weapon Attack with a range of 150/300.
If you are on the same plane of existance, you can summon Azuredge as a bonus action on your turn, causing it to teleport instantly to your hand.
Immediately after any ranged attack, Azuredge magically teleports back to your hand.

Proficiency with a Battleaxe 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.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Bonus: Magic, Charges used to make Ranged Attacks., creature of Lawful and/or Good Alignment, Damage, Combat, Versatile, Topple

Item Tags: Damage Combat

Harrmz

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