Uncommon
You gain a +1 bonus on attacks and damage rolls.
Accelerator Gauge. When you hit with this weapon, you
gain 1 charge up to a maximum of 5. You lose all charges, if
you are knocked unconscious or don't hit a target within 1
minute.
Detonation Velocity. When you hit a creature with this
weapon, you can expend any number of charges to increase
your weapon's damage by +1 for each charge expended.
Accel Jump. When you jump, you can expend charges to
increase your jump's height or distance by an extra 5 feet for
each charge expended. If the weapon is very rare or higher,
the distance or height is increased by an additional 5 feet per
charge.
Burst Slash. As an action you can expend up to 5 charges
to unleash an accelerated slash against a creature within 5
feet of you. That creature must make a Dexterity saving
throw against a DC equal to 8 + your Proficiency Bonus +
your Strength Modifier. On a failed save, the target takes #d4
slashing damage, where # is equal to the number of charges
expended. On a successful save, the target takes half as much
damage.
This damage is increased to #d6 at rare, #d8 at very rare,
and #d10 at legendary.
Rare
You gain a +2 bonus on attacks and damage rolls.
This weapon retains all previous rarities weapon
properties in addition to the following:
Dash Burst. As a bonus action you can expend 1 charge to
dash up to half of your movement speed. You can expend
extra charges to move an additional 10 feet for each
additional charge you expend.
Evade Slash. When you hit a hostile creature with this
weapon, you can expend 3 charges to move up to 15 feet in a
straight line without provoking opportunity attacks.
Very Rare
You gain a +2 bonus on attacks and damage rolls.
This weapon retains all previous rarities weapon
properties in addition to the following:
Heat Gauge. When you use one of this weapon's
properties that expends charge(s), you gain 1 heat up to a
maximum of 3.
Full Accel Mode. As a bonus action you can expend 3 heat to
enter full accel mode. Until the end of your next turn this
weapon's reach increases to 10 feet, it deals an extra 1d6
slashing damage, and your movement speed increases by 10
feet.
Blast Evade. When you are subject to the effect of an area-
of-effect attack, spell, or spell-like ability; you can use your
reaction to expend a number of charges to try and move
yourself out of the area. For each charge you expend, you can
move 5 feet in a straight line without provoking opportunity
attacks. If you leave the area-of-effect's area, you are no
longer considered a target of it.
Legendary
You gain a +3 bonus on attacks and damage rolls.
This weapon retains all previous rarities weapon
properties in addition to the following:
Hyper Burst Slash. While you are in full accel mode, your
burst slash damage is doubled.
Mid-Air Dash Slash (2/turn). When hit you a creature
with an attack while in the air, you can expend a charge to
move up to 10 feet in a straight line without provoking
opportunity attacks.
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: Heavy, Two-Handed, Cleave
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