Weapon (greataxe), artifact (requires attunement by a character with proficiency with martial weapons, at least level 12 and a strength value of 18 or greater)

ALL BOLDED PARTS ARE LOCKED BEHIND ATTUNEMENT! THIS WEAPON CAN BE USED WITHOUT BEING ATTUNED

You have a bonus 2d6 fire damage and bonus health equal to your level. This weapon also naturally has a +3 to attack and damage rolls.

An intricate weapon, engraved along the different steels and bronzes are depictions of fire and beasts. The innerworkings of this weapon are unknown to all but its creator and original wielder. On the end of the grip there is an opening with latches, which bind to the various heads you see with it. There are 3 different heads that you can find/have, which all correspond to different ways the weapon can be used.

Axe head: 1d12, slashing, Precise (Critical hit range 19 and 20)

Hammer head: 1d12, bludgeoning, Sunder (Crit destroys a weapon or shield. If neither are applicable, give enemy the crippled status effect.)

Spear head: 1d12, Piercing, Reach (10 ft)

Switching out the heads outside combat is not an issue, however in combat you will have to roll a Dexterity check (DC 12, reduced by your Proficiency bonus.). If you fail this check, you must use a bonus action to switch the heads. If you don't have a bonus action available, or choose to not use the bonus action, both the head you're changing out and the one you were going to put on drop to the floor. if you roll a 1 for an attack roll, the head of this weapon flies off to a distance of (5 * strength bonus) ft, and you will have to put on a new head or retrieve the one that flew off and put it back on to be able to attack with this weapon.

You can use a bonus action to activate a charge this weapon has. Until combat ceases, the head of the weapon ignites in a bright flame. the fire damage you deal with this weapon is doubled and the weapon gives off a bright light in a 15 ft radius and dim light in a 30 ft radius. You gain advantage in Intimidation and athletics checks and enemies attacking you must succeed in a constitution saving throw (DC 12 + prof. bonus + strength bonus) or take 3d6 fire damage, which counts as weapon damage. When an enemy dies, they turn to dust, their valuables are the only thing left behind.

Magical: This weapon counts as Magical for the purposes of overcoming resistances to nonmagical damage, and this weapon benefits from bonuses usually only applied to spells, such as the Elemental Adept Feat.

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: Bonus: Magic, Damage: Fire, Bonus: Hit Points per Level, character with proficiency with martial weapons, at least level 12 and a strength value of 18 or greater, Damage, Combat, Heavy, Two-Handed, Cleave

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2023 4:47:41 AM
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6/19/2023 4:49:01 AM
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Item Tags: Damage Combat

Egg_Whites

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