Weapon (battleaxe), legendary (requires attunement by a This weapon can be attuned to after a long rest.)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The shield spell provides no defense against the axe, which passes through that spell’s barrier of magical force.

When you hit an evil aligned creature or undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target.

Hurling. The battle-axe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the (thrown) property with a normal range of 40 feet and a long range of 100 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.

Illumination. While holding the axe, you can use an action to cause it to glow blue or to quench the glow. This glow sheds bright light in a 15-foot radius and dim light for an additional 30 feet.

 

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: Damage: Radiant, Bonus: Magic, This weapon can be attuned to after a long rest., Versatile, Topple

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SirMjolnir

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