Axe of the holy redeemer is discovered as a lost, ancient weapon, rusted and nearly destroyed. Its base damage is 1d6, but still requires two hands to wield. Then, three conditions must be met to activate its full power:
Condition 1- While wielding this weapon, eliminate 15 enemies.
Condition 2- Finish 5 creatures CR5 or higher with your divine smite
Condition 3- Defeat 1 substantial demonic/devil or fiend-type monster with CR 8 or higher.
The previous conditions do not need to be made in order to evolve this weapon:
After the first condition is met, you will hear the weapon speak to you saying you've completed the first condition. The weapon will glow and some of its previous condition returns. The damage will become 1d8.
After two conditions have been met, you will hear the weapon speak again, fixing itself. The damage will become 1d10.
After three conditions have been met, the axe will fully transform to its former glory. In that moment the weapon will transport you to a dimension of clouds standing face to face with a Planetar angel. He will have you prove yourself one last time before bestowing the powers of his previous weapon.
After the powers have been fully restored, the axe becomes 1d12 damage and gains the following benefits:
You gain a +2 bonus to attack and damage rolls made with this magic weapon. If you have taken damage since the end of your previous turn, your attacks with this axe deal an additional 2d8 radiant damage.
While you hold the axe, it creates an aura in a 10-foot radius around you. Creatures of your choice in the area that regain hit points from a spell or your Lay on Hands regain double the normal number of hit points. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
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: Paladin, Heavy, Two-Handed, Cleave
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