A hand axe with a head crafted from a shimmering, icy blue material, resembling a jagged shard of ice. The handle, wrapped in rugged cold white leather, contrasts with the hue of the icy blade.
Magic Axe (Passive). You gain a +2 to hit and damage with the Icereave Axe.
Summon Icereave (Passive). As a bonus action, you can magically summon the Icereave Axe to your hand from up to 60 feet away. To establish this magical bond, you must spend a long rest attuning to the axe.
Icespike Implant (Passive). When you hit a creature with Icereave Axe, there is a 30% chance (roll a d10, activating on a 8, 9 and 10) to implant an icy spike into the target. This spike causes the target to bleed and deals an extra 1d6 piercing damage and 1d6 cold damage at the start of each of the target's turns. The target or an adjacent creature can take an action to remove the spike, destroying it and ending the bleeding and cold damage.
Cold Burst (2/Long Rest). Twice per long rest, as an action, you can activate the Icereave Axe's magic to cause any implanted icy spikes to explode. This explosion deals 2d8 cold damage in a 15-foot radius around each affected target. Affected creatures can make a DEX saving throw (DC 15) for half damage. The explosion destroys the spikes.
Note - Cold Burst can explode multiple ice spikes in one action if multiple have landed.
- Created for the Athana Chronicles -
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, Light, Thrown, Vex
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