Weapon (battleaxe), artifact (requires attunement by a Descendant of the first Salt)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

Upon attunement, you gain the Blessings of Moradin

  • 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.
  • Your Dexterity and Strength both increase by five, as the spirits of the ancient stoneworkers flood your veins. 

Homeward Journey. Once per day, you can call on the spirit of your ancestors to return you and up to 5 willing allies back to the Salt Mines. This process takes two rounds, and during the time it is completing, you cannot take any reactions and are counted as the Incapacitated. 

The Axe of the Dwarven Lords has 8 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. It cannot have over 8 charges at any single time. While holding the Axe, you can use an action to expend one of the charges for one of these properties, requiring no material components.

Conjure Elemental (4 charges). You cast the spell Conjure Elemental through the Axe, and can summon an Earth or Fire elemental. Instead of losing control after losing concentration, if you break concentration the elemental simply disappears. 

Superheat Metal (2 charges). You can spend an action to cause the head of the Axe to glow red hot. Successful attacks against enemies for one minute do an extra 1d6 fire damage. Requires concentration. 

Force Throw (5 charges). You throw the Axe in an arcing path, at a short range of 20 feet and a long range of 60. If the Axe hits an enemy, and another enemy is within 10 feet of the first, it can hit the second as well. It can hit up to 5 enemies once, dealing 1d4 extra force damage alongside the normal Axe damage. The axe immediately returns 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, Damage: Additional, Damage: Additional, Descendant of the first Salt, Damage, Combat, Versatile, Topple

Item Tags: Damage Combat

spenserwillden

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