The Axe of the Elements is a double bladed axe. One of the blades, the Fire Blade, is imbued with a deep red glow emanating from red crystals embedded into it. The Fire Blade constantly feels hot like a raging fire and inflames everything it touches. The other blade, the Frost Blade, is imbued with a deep blue glow emanating from blue crystals embedded into it. The Frost Blade constantly feels cold as ice and freezes everything it touches.
When attacking, you must choose to attack with the Fire Blade or the Frost Blade and gain their respective benefits.
Fire Blade - Successful attacks with this blade deal an extra 1d6 fire damage. The creature struck with this blade must succeed a DC 15 Dexterity saving throw or be set on fire (when a creatures is set on fire it takes 1d6 fire damage at the start of each of its turns until someone takes an action to douse the fire). When you hit a frozen creatur with the Fire Blade, it melts the ice: no fire damage is taken and the creature is not put on fire and no longer frozen. When the weapon is stored, the blade must be wrapped in leather to avoid self harm.
Frost Blade - Successful attacks with this blade deal an extra 1d6 cold damage. The creature struck with this blade must succeed a DC 15 Dexterity saving throw or be frozen (when a creatures is frozen its movement speed is halved and it can't make reactions. A frozen creature can take an action to unfreeze by making a DC 12 Strenght check). When you hit a creature on fire with the Frost Blade, it extinguishes the fire: no frost damage is taken and the creature is not frozen and no longer on fire. When the weapon is stored, the blade must be wrapped in leather to avoid self harm.
After 4 attacks with the axe of the elements, the blade is cooled down/heated up to abient temperature and needs to be stored away for the blades to recharge (after a long rest).
Alternatively, you can attack with the side of the axe, using all remaining charges to cause an elemental explosion of fire and ice. When using this attack, you deal 1d8+str bludgeoning damage + 1d6 fire/cold damage for each charge remaining. Each creature in a 5 feet circle around the attacked target must succeed in a DC15 dexterity saving throw or take 1d6 fire/cold damage for each charge remaining.
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: Damage: Cold, Damage: Fire, Damage, Combat, Heavy, Two-Handed, Cleave
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