Weapon (battleaxe), rare (requires attunement by a a Warrior, Fighter, Hunter, Druid, Ranger)

The Axe of Sorrow appears to be a normal axe, but upon closer inspection, a weeping face can be seen molded in the metal between the two blades.

 Creatures attuned to this axe are viewed by others as a creature deserving of pity and are always looked down upon. 

Seeds of Sorrow. When you first attune to it, this weapon has 3 charges and can hold up to 5 charges maximum. The axe regains 1 expended charge daily at midnight. While you wield it, you can use an action to expend one charge and target a creature within 30 feet of you. The target must make a DC 13 Wisdom saving throw. On success, the target is immune to the effect for 12 hours. On failure, the target is overwhelmed with sorrow. At the beginning of each of its turns, the creature must roll a d4, performing an action as detailed below. While performing one of these actions, a creature's speed is reduced to 0, and it can't take actions or reactions.

  1. The creature weeps.
  2. The creature wallows in self-pity.
  3. The creature screams loudly.
  4. The creature forsakes all their belongings. They remove all of their valuables, such as weapons, scrolls, and gold pieces, and lay them on the ground at their feet.

If you attack the target, or another creature attacks it with this weapon, while Seeds of Sorrow is active, the effect ends immediately for that creature. Once this effect ends for it, the creature is immune to this effect for the next 24 hours. An affected creature can make another Wisdom saving throw at the end of each of its turns, ending the effect on a success. The effect otherwise lasts for 1 minute. You can affect up to 5 creatures with this effect at once but must target each creature with a separate action and another charge.

Pitiful Wail  While attuned to the axe, you can let out a wail that causes creatures around you to pity you. It is weak, feeble cry for help, and makes other creatures pity you. As an action, you can force every creature within 60 feet of you that can hear you to make a DC 13 Wisdom saving throw or become charmed by you for 1 minute. While charmed in this way, creatures will treat you as lesser than them, but will help you if you need it. They will protect you, but will not risk their life doing so. If you ask any charmed creatures to do anything obviously dangerous, the effect ends on them, and any other creatures who heard you making that request can remake the Wisdom save, ending the effect on themselves on a success. Once used, this property can't be used until you finish a short or long rest.

Curse. Once you attune to this weapon, you cannot unattuned to it, and always keep it by your side. Creatures attuned to this axe are viewed by others as a creature deserving of pity and are always looked down upon. They also have disadvantage on all attack rolls, ability checks, and saving throws using Charisma. 

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

If you are targeted by a spell such as greater restoration that can remove a curse, as long as the spell is 5th level or higher, your attunement to the axe ends.

 Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

a midnight tower creation.

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, Bonus: Hit Points per Level, Disadvantage: Charisma Ability Checks, Disadvantage: Charisma Saving Throws, Disadvantage: Ability Checks, Disadvantage: Attack Rolls Against You, Disadvantage: Saving Throws, Warrior, Fighter, Hunter, Druid, Ranger, Damage, Combat, Versatile, a Warrior, Fighter, Hunter, Druid, Ranger, Combat, Cursed, Versatile, Topple

Item Tags: Combat Cursed

TessTheWanderer

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