Weapon (greataxe), rare (requires attunement by a Attunement follows the basic Reptilian Will enchantment guidelines listed below in the description of the weapon. )

The axe itself hails from an era long before the first great war of the Continentalis Magnus occurred. Passed down from the legendary original user, Jaruska, it has since become a symbol of heritage and pride within the Nagastika clan.

The enchantment, however, is newer. From the hate infused into it during the long and grinding battles during the first great war, this weapon, quite literally, has a mind of its own. Any weapon with this basic enchantment will seek to influence the decisions of its user. It is more amenable to users who are cold-blooded, or are of reptilian origin. A Yuan-ti, Lizardfolk, Troglodyte, etc., can all wield this weapon with minimal effort. A warm-blooded user, on the other hand, will be tossed around by the very weapon they seek to use. 

The rarity of the weapon provides an attack and damage bonus equal to the rarity, but SOLELY against mammalian opponents. Using it against a cold-blooded enemy will cause its bonus to be nullified temporarily and becomes the equivalent to a normal great axe. Or in short, the bonus can only be applied when attacking warm-blooded enemies. 

The rarity of the weapon also influences how difficult it is for a warm-blooded user to try and tame a weapon with the enchantment. A warm-blooded player or NPC that attempts to hold this weapon must make a DC 10 + (weapon rarity modifier) Wisdom saving throw. On success, the user of the weapon retains control of themselves. On fail, the user must make an attack against the nearest non-self, warm-blooded creature. For example, the wisdom saving DC for a rare weapon with the enchantment would be 12+. 

In order for the weapon to be tamed by a warm-blooded user, the player in question must make 10 saving throws in total. Not all have to succeed. Every fifth saving throw, (5th, 10th,), the user must make an extra special wisdom saving throw of 13 + (weapon rarity modifier). On success, the user takes (weapon rarity modifier) number of d4 psychic damage. On failure, the user loses control of themselves, and must make attacks against the closest warm-blooded player characters, or enemies until another PC makes a contesting persuasion roll that beats the weapon's persuasive tactics. The weapon has a persuasion modifier of +4 (or proficiency +2), + Weapon rarity modifier. For example, a rare great axe with the enchantment will have a charisma score of 15, and proficiency in the persuasion skill. So, its bonus would be +6. 

IF the weapon has been successfully tamed by a warm-blooded user, the warm-blooded user will be irreversibly changed after befriending the weapon. Up to the discretion of the DM, the mammalian user who has successfully tamed the weapon will gain a physical change that makes them resemble a reptile or gives them a reptilian trait. A table has been put below to list examples of such traits:

1. Reptilian eyes which grant Darkvision 

2. Scales appear on the upper body, granting +1 AC

3. A Split / Snakes tongue, granting a proficiency to the perception skill. If already proficient in the skill, simply add an additional +2 bonus to the PC's wisdom score

4. Claws replacing the user's nails and scales growing around their fingers, granting proficiency in unarmed strike, and an attack with claws as a bonus attack if a hand is free to do so. 

5. A little quirk that modifies the PC's speech so that when speaking, the s in whatever they say is emphasized and slurred, like a snake's hissing. This grants an ability to freely talk to any reptilian NPC or animal without learning their language. 

6. Canines in the mouth replaced by venomous fangs, and a bonus unarmed strike action (without any gained proficiency) with the user's mouth. Damage is 1d4 +STR. The enemy being bitten must make a DC constitution saving throw equivalent to 10 +CON (Player's CON score), or else take (weapon rarity modifier) number of d4 poison damage. 

A DM can also make a D6 roll to determine which trait is gained by the mammalian user. 

In addition, a warm-blooded user who has tamed this axe, or a reptilian-race user who holds the weapon, or have it on their persons, gains a charisma score modifier equivalent to the Axe's rarity, OR a proficiency in any ONE of the charisma-aligned traits. For example, a PC who has tamed the weapon could gain a proficiency in the persuasion, intimidation, performance, or deception skills. 

To enhance roleplay purposes, a weapon with this enchantment will often belittle and harass a warm-blooded PC who attempts to use it before it has been fully tamed. Often times weapons with the enchantment have a rich history with them, though depending on who wielded the weapon beforehand it may not be so eager to discuss what happened in the past. 

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: Attunement follows the basic Reptilian Will enchantment guidelines listed below in the description of the weapon. , Heavy, Two-Handed, Cleave

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