Weapon (halberd), artifact (requires attunement by a Dwarf that must go through The kingdom of Khazil leadership ceremony.)

Axe of The Iron Lords
Armed with the artifact, the first King brought peace to the dwarf clans. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the King Alastaire Opalchest of Khaliz and his friend  Kragg Ironbeard claimed the blade once more from the horde of an evil dragon, thought lost at sea when the good King Alastaire Opalchest's ship went down. The Axe later that year appeared on the throne of Khaliz and was gifted by written will to Kragg Ironbeard by King Alastaire Opalchest till the time his daughter married and bore an heir.

Magic Weapon. The Axe of The Iron Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.

Heart of The Mountain. While attuned to the artifact, you gain a +2 bonus to Armor Class.

Weight of The Mountain. When you hit with a weapon attack while attuned to the artifact, the target takes an extra 1d6 damage of the weapon’s type.

The Cost of Pride. The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half.

Burden of Kingship. Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock.
If you die, you are instantly transformed into a wight (see the Monster Manual) under the DM’s control that is sworn to protect the artifact.

Blessings of Kharam. If you are a dwarf attuned to the axe, you gain the following benefits:

You have immunity to poison damage.
The range of your darkvision increases by 60 feet.
You gain proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry.

Conjure Earth Elemental. If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can’t use this property again until the next dawn.

Travel the Depths. You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed.

Proficiency with a Halberd 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: Damage: Slashing, Bonus: Magic, Damage: Force, Damage: Force, Stacking Bonus: Constitution Score, Bonus: Ability Score Maximum, Advantage: Persuasion, Immunity: Poison, Sense: Darkvision, Proficiency: Mason's Tools, Proficiency: Brewer's Supplies, Bonus: Armor Class, Dwarf that must go through The kingdom of Khazil leadership ceremony., Buff, Combat, Heavy, Reach, Two-Handed, Cleave

Item Tags: Buff Combat

LordDrakonus

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