Weapon (handaxe), legendary (requires attunement by a Requires 2 Attunement slots)

You gain a +1 bonus to attack and damage rolls made with these magical weapons.  If used to attack normally they function exactly the same as a +1 Handaxe except they also return to the throwers hand after the attack.
If these weapons are thrown together in some way, using two attacks, or two-weapon fighting with Action and Bonus Action, the axes blink out of existence.  Choose up to 6 targets and roll a d6 to determine who the axe targets.  On a 1 the axe targets the thrower.   Roll to hit and on a hit roll a d10.  The axes appear and deal 2d6+1+proficiency damage of the type that corresponds to whatever was rolled on the D10.   When rolling to hit, if the roll was either natural 1 or 20 the axes trigger an additional effect listed on this d100 table below. 

Elements d10:  1 Force – 2 Cold – 3 Fire – 4 Force – 5 Lightning – 6 Necrotic – 7 Poison – 8 Psychic - 9 Radiant - 10 Thunder.

  1. 1) You grow an extra leg for a minute. Your speed is reduced by 10 feet. The leg then falls off, causing you no damage.

    2) For the next minute, all attacks against you have advantage but you have advantage on all attacks you make as well.

    3) For the next 2d4 minutes, you are invisible and silent. You can walk on liquid surfaces as if it was solid ground without falling in.

    4) For the next 1d12 minutes, you gain the ability to cast Heat Metal.

    5) You become an undead abomination for the next minute, becoming immune to all nonmagical damage and unable to regain hit points. You are also able to see in complete darkness without penalties.

    6) You grow an extra eye for a minute. The eye can be targeted by attacks, but is unaffected by them. Your vision is slightly impaired in that eye for the next minute.

    7) You find yourself surrounded by 1d100 rats.

    8) All of a sudden, you are struck by a powerful urge to use their action to run in a random direction for the next 3d6 seconds.

    9) You turn into a Flumph for 1d8 turns.

    10) For the next 3d4 rounds, all your melee attacks deal an extra d4 of fire damage.

    11) You are immune to nonmagical bludgeoning damage for one minute.

    12) Flies descend on you for the next 3 rounds. You must pass a DC13 Constitution Saving Throw every round or take 1d10 piercing damage.

    13) You are teleported to another location on the Planet. The destination is selected randomly.  You return in 1d4 rounds.

    14) The area you’re in is flooded with water for 1d6 minutes. The water rises by 1 foot every minute.

    15) You become very lucky for one hour. You can reroll 1’s on damage dice.

    16) For the next 2d8 minutes, your voice sounds like that of an ogre.

    17) Everyone’s hair in a 100′ radius grows 2 feet.

    18) 20 friendly chickens appear within 30 feet of you.

    19) 20 unfriendly chickens appear within 30 feet of you.

    20) Fate protects you. For the next round, any attack roll that hits you is rerolled.

    21) You automatically succeed on all Saving Throws for two rounds.

    22) The next spell that targets you is twinned and also targets the caster.

    23) All of a sudden, you start to rise 5 feet into the air per round for 1d4+2 rounds.  When the effect ends you fall.

    24) You are immune to psychic damage for one minute.

    25) The axes burst into beautiful fireworks anyone who sees must make a dc10 wisdom save or be stunned for 1 turn.

    26) The closest "man-made" object to you grows to 10 times its size.

    27) A 10’ round cloud of bubbles appears.

    28) You are able to speak and understand Draconic for the next 2d4 days.

    29) A small wind picks up around you, increasing the wind speed around you by 1d20+20 for the next 1d4 hours.

    30) You gain the ability to walk through stone until your next long rest.

    31) You think you've gained the ability to walk through stone and are compelled to run as fast as you can at the next 6ft or taller stone surface you see.

    32) You cannot cast any spells with the letter N in their name until your next long rest.

    33) Your spell DC increases by 2 for the next 1d4 hours.

    34) Your damage is doubled on your next critical hit, provided it occurs within 24 hours.

    35) You are able to speak and understand Giant for the next 2d4 days.

    36) The spell Fireball will be cast at the end of your next turn, centered on yourself (6d6 damage).

    37) For the next hour, you have the ability to speak and understand any language.

    38) For 1d4 hours, you can see any invisible creature within a 50-foot radius of you.

    39) You are able to levitate up to 20 feet off the ground for the next 1d6+1 turns.

    40) Until your next long rest, any water you drink turns into beans as you swallow it.

    41) For the next 1d6 hours you can only skip, you cannot use the dash action but your base speed increased by 5ft.

    42) Your movement speed is doubled for the 1d6 rounds.

    43) A person of your choice within 100 miles feels an urgent need to poop.

    44) Until your next long rest, you can speak to trees.  Any tree you speak to is temporarily granted the ability to respond and the intelligence to do so.

    45) You summon a heroes feast, along with tables, chairs, candles, and an enchanted string quartet made up of floating instruments.

    46) You gain infravision for 2d6 days.

    47) The next time you would roll a natural 1 on a d20, treat it as a 20.  The next time you would roll a natural 20, treat it as a 1.

    48) A sphere of light surrounds you until the next sunrise. Any undead within a 60-foot radius of you become visible and take 1d10 radiant damage. If a creature is under the effect of the spell Invisibility, the invisibility ends.

    49) You age backwards by 2d10 years for 2 rounds.  If this would bring you to less than 0 years old, you turn into a gelatinous cube instead.

    50) The spell Grease is cast at a random location within 30 feet of you.

    51) You gain the ability to leap 60 feet in any direction for the next minute, however you take 1d6 damage each time you do so.

    52) You are turned into 1d100 rats for 3 turns.

    53) A random creature within 20 feet of you is affected as if by a spell Charm Person.

    54) You grow wings and gain a flying speed of 60ft for the next ten minutes.

    55) You gain advantage on all saving throws for 1d4 hours.

    56) Every time you cast a spell, the target or targets of that spell become sopping wet.

    57) A pair of shoes materialize under your feet. They have a value equal to the last item you bought. The shoes allow you to walk on water, but only if you're moving at a speed of 70ft per turn.

    58) You can see up to 60 feet into the Ethereal Plane for 2d6 hours.

    59) The spell Stinking Cloud is cast at a random point within 30 feet of you.

    60) The spell Slow is cast at a random target within 20 feet of you.

    61) One person of your choice within 60 feet of you is affected as if by the spell Confusion.

    62) A loud boom is heard.

    63) You gain immunity to disease for 1d4 days.

    64) Clouds converge on the point you are standing on and begin to rain down in a 100-foot radius sphere around you. The rain lasts for 2d8 minutes.

    65) A beautiful song comes from the sky, lasting for 1 minute. All allies within a 20-foot radius of you gain +2 on all attack and damage rolls.

    66) The spell Darkness is cast at a random point within 60 feet of you.

    67) Any metal weapon or armor you own comes to life under your control and fights by your side for 2d6 rounds.

    68) One person of your choice within 60 feet of you is affected as if by the spell Fear.

    69) You become lost and disoriented. For the next 1d4 hours, you cannot use any items or abilities that require concentration, and you make all ability checks at disadvantage.

    70) You grow an additional pair of legs for 1d4 hours. They are not strong enough to carry you yet, so your walking speed is halved.

    71) The next time you roll a natural 20 on the die, a small black hole forms around you, centered on you and with a radius of 5 feet. You cannot move or take any action while it is active, and it lasts until the end of your next turn. Every creature within 15 feet of you must succeed on a DC 16 Dexterity saving throw or take 1d6 force damage and be pulled to the center of the black hole.

    72) You are able to cast the spell Haste (2nd level) once within the next 6d6 days.

    73) You sink 3ft into the ground.

    74) For the next 1d6 rounds, you must speak in rhymes or you take 1d4 psychic damage.

    75) A jaunty hat appears on your head.  

    76) One person of your choice within 60 feet of grows 1 size larger for 10 minutes.

    77) You become immune to non-magical bludgeoning, piercing, and slashing damage for 1d4 rounds.

    78) A door which opens to the Elemental Plane of Fire appears within 30 feet of you and stays for 2d6 hours.

    79) You can detect magic for the next hour as if you cast the detect magic spell.

    80) You teleport to the location of the axes.

    81) Until your next long rest, if your health is reduced to 0 you are instead healed to full.  This only occurs once, after which any damage you do directly to an enemy is instead dealt back to you.

    82) You are able to cast the spell Faerie Fire (2nd level) once within the next 6d6 days.

    83) Reroll the d100 two more times and use both results for this table.

    84)  You gain a little bee friend.  You can ask it 1d6 questions, it magically knows the answer and but can only respond the way a regular bee could respond.   After your last question it disappears and leaves behind a jar of honey.

    85) The axes travel to a dragon's lair and steal a random rare magical item.  This can only happen once per attunement.  The dragon magically knows where you are and what was stolen, though how it reacts is up to the DM.

    86) 1d20 goblins or goblin-like creatures appear within 100 ft of your current location.  Wherever they appear they are stacked on top of each other standing vertically.

    87) Every creature within 30 feet of you must succeed on a DC 16 Constitution saving throw.  On failure they take 1d10 poison damage and are incapacitated until the end of your next turn.  If physically able, they begin to vomit a brilliant rainbow colored liquid.

    88) You fall asleep for 8 hours, gaining the effects of a long rest.  When you awake no time has passed.

    89) A 100 foot square, 12 foot deep section of ground, centered on you, turns into water.

    90) An object of your choice within 60 feet of you that weighs less than 20 pounds becomes an egg.

    91) An exact clone of you appears 10 feet from you.  Roll a d4, on a 2, 3, or 4 the clone explodes dealing 2d10 force damage in a 30ft square centered on it.  On a 1, you explode and the clone takes your place.

    92) You are now able to juggle.  If you could already juggle, you are now able to summon and unsummon up to ten juggling balls at will at a rate of 1 per round.

    93) Anybody in a 100ft radius of you, including you, must only speak the truth for the next hour.

    94) A random person of your choice within 2 miles of you falls into a deep sleep and has a dream about falling in love with you.  When they wake, they remember the dream more vividly than any other memory.

    95) A blue triangle appears next to you and gives you a big smooch.  Add 1d4 to all attack and damage rolls for the next hour.

    96) You are turned to adamantine for the next 1d6 rounds.

    97) You fall into a normal sleep.  Anything that could normally wake you up still wakes you.

    98) A Wyvern appears underneath you and demands that you ride it.  On a dc10 animal handling check it will obey you for the next minute before disappearing.

    99) You are immediately dropped to 0 hp.  However for the next 24 hours you cannot accumulate failed death saves.

    100) Both handaxes turn back into their original forms.   They can help or thank you how they see fit for 24 hours, after which they will return to their world.
    Their stat blocks are the same or similar to halaster-blackcloak, however their alignment is true neutral.

Hutu and Huli were twin mages who delved too deep into the liminal space between planes and ended up incarnating in an unknown universe as handaxes.

Proficiency with a Handaxe 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.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Bonus: Magic, Requires 2 Attunement slots, Damage, Combat, Light, Thrown, Vex

Previous Versions

Name Date Modified Views Adds Version Actions
6/30/2023 8:14:47 PM
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Item Tags: Damage Combat

ewlusky

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