The Axe of the Redeemer is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.
While attuned to this axe, you have resistance to Psychic damage and immune to disease. In addition, any nonmagical flames within 30 feet of your are extinguished.
Travel the World Tree. You can use your action to touch the axe to a piece of the world tree and cast Teleport. If your intended destination is the world tree there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Proficiency with a Greataxe 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.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Bonus: Constitution Score, Advantage: Persuasion, Damage: Additional, Resistance: Psychic, Immunity: Disease, Damage, Buff, Debuff, Combat, Heavy, Two-Handed, Cleave
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