Weapon (battleaxe), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this noxious magic weapon, which appears rusted, tarnished, or half-rotten. The weapon has 3 charges, and it regains all expended charges daily at dawn. When you hit a creature with an attack using the weapon, you can expend 1 charge to have the attack deal an extra 1d6 poison damage and cause the target to make a DC 13 Constitution saving throw. On a failed saving throw, the target is poisoned until the end of its next turn. On a successful saving throw, the target can't be poisoned by the weapon for 1 hour. A creature that has resistance to necrotic damage also has resistance to this poison damage, and a creature that is immune to disease can't be poisoned by the weapon.

Curse. This weapon is cursed, a fact that is revealed only once you attune to the weapon. Until the curse is revealed, the identify spell erroneously reveals the weapon to be a vile weapon. Attuning to the weapon causes you to gain 1 level of exhaustion and curses you until you are targeted by the remove curse spell or similar magic. While cursed, you can't be reduced below the first level of exhaustion, and unless you are immune to disease, you spread disease wherever you go. Whenever a creature finishes a long rest within 60 feet of you, it must make a DC 13 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage, gains one level of exhaustion, and its maximum hit points are reduced by the amount of damage it took. While its hit point maximum is reduced, it repeats the saving throw with disadvantage at the end of each long rest, restoring its hit point maximum on a success, and gaining one level of exhaustion on a failure. Any effect that removes a disease allows a creature’s hit point maximum to return to normal without succeeding on the saving throw.

Proficiency with a Battleaxe 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.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Bonus: Magic, Damage: Poison, Poisoned, Damage, Debuff, Combat, Cursed, Versatile, Topple

Item Tags: Damage Debuff Combat Cursed

BenevolentEvil

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