The Ancestors Edge is a family heirloom in The Bashta Tribe. The leaders of this tribe have held this weapon as a symbol of power. However, after Chieftain Magh had been bested in the rite of battle, the axe had gone missing. It is rumored that because of the missing heirloom, the tribe would go down a steady decline without their rightful leader wielding the weapon. No one knows where this axe rests, but many await its reappearance to reclaim the spot of Chieftain to The Bashta Tribe.
You gain a +1 bonus to attack and damage rolls made with Ancestors Edge including those of the Ancestor abilities as long as you are attuned. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
1d10 Slashing + (Conditional 1d8 Radiant)
The wielder of this weapon may continue to strike, using it as a normal battleaxe. However, unless a command word is spoken, the power of the Ancestors remains dormant. As soon as the command word is spoken, the axe will awaken... As long as the wielder is of blood of the Bashta, the wielder will feel the Ancestral power of Ancestors Edge take over them; therefore activating the power of the Ancestors. As long as the power of the Ancestors is activated, you may apply 1d8 Radiant damage to every attack made with this weapon and this weapons Ancestral powers.
The power of the Ancestors run in the blood of the Bashta Tribe. Many Chieftains of the tribe utilize this power to lead their clan with honor. This power is rumored to date back to the original forming of the Bashta Tribe. Many don't understand where this power comes from as only folk tale and stories speak of this power. Though, many do not question it.
This weapon requires charges in order to use its ancestral abilities. The Ancestors Edge will level with its wielder, and gains charges per level of the wielder. It starts with 1 charge and will gain 1 per level. Charges reset per long rest or via the Ancestors Charge ability.
Ancestors Charge. Upon activating this ability, as long as you kill an enemy this turn you will be able to regain 1 charge. Must be activated through the command word.
Ancestors Favor. Upon expending 1 charge from this weapon, you may summon 2 ancestral spirits to appear behind 2 creatures of your choice within 150 feet. These ancestral spirits will remain there until the end of your next turn. If you or an ally is in front of the targeted creatures, as long as there are ancestral spirits behind the creature it gains the condition flanked.
Ancestors Ward. Upon expending 2 charges from this weapon, as a reaction you may summon an ancestral spirit to take the blunt of a hit, reducing the damage taken by half the original amount. After the damage is dealt, the ancestral spirit will disappear.
Ancestors Ire. Upon expending 3 charges from this weapon, you may summon an ancestral spirit to fight by your side. This spirit essentially acts as a spiritual weapon and will take on the same characteristics and stats of a spiritual weapon. You can make a melee attack against a creature within 5 feet of the ancestral spirit. On a hit, the target takes radiant damage equal to 1d8 + your strength modifier. As a bonus action on your turn, you can move the ancestral spirit up to 20 feet and repeat the attack against a creature within 5 feet of it. For every two additional charges spent above the original 3, this ability will grant 1d8 extra damage.
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, Combat, Versatile, Topple
Previous Versions
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5/4/2024 9:27:59 PM
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