This special weapon wielded by the Chosen of Maglubyet uses a Rod of Lordly Might as the haft end of a deadly greataxe. The axe is always a +3 greataxe when not attuned, and none of the other features below function unless it is. While it's combined like this, none of the buttons on the rod function properly. However, the Drain Life, Paralyze, and Terrify features of the rod transfer to the axe. The axe head grants the Reaping Strike and Blood for Maglubyet fefeatures.
Only the first three buttons from the rod have any effect on the weapon. As a bonus action, the wielder may press one of them.
Button 1. The axe becomes a handaxe.
Button 2. The axe becomws a battleaxe.
Button 3. The axe becomes a greataxe.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Reaping Strike. If your attack with this weapon misses, it still deals damage equal to your Strength modifier.
Blood for Maglubyet. Whenever the axe deals damage, it adds a number of Blood points equal to half the damage. The wielder may use an action to use any number of Blood points to heal itself that many HP. Once a day, when the wielder is reduced to 0 HP, the axe immediately heals the wielder for the remainder of the Blood point pool and is then emptied. The axe must drink more blood, however. The wielder uses its reaction if available to immediately attack the nearest creature. This pool empies at dawn.
Notes: someone touched by a god, Damage, Control, Utility, Exploration, Combat
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