The Axe Mimic is a greataxe with a leathery handle and shaft and a small portion of the blade, which juts out from an array of teeth. Eyes pop out at random parts of the leather portion of this weapon and the leather feels as though it moves under your palms when you hit an enemy with it. The Axe Mimic grants you a variety of features to aid in and out of combat.
Beastial Blade. If you deal more than 30 damage in one round of combat or role a critical hit on an attack roll with the axe mimic, it's enchantment increases by 1 until you finish a long rest. The maximum enchantment for this ability is +6.
Separation Anxiety. If you have a high enough relationship with the axe mimic, it cannot be knocked out of your hands by nonmagical means. If the effect causing you to drop your weapon is magical, you have advantage on any checks made to hold onto your weapon.
Acidic Edge. Your attacks with the axe mimic deal an additional 1d8 acid damage.
Sharp Eyes. The mimic can give you advantage on intelligence (investigation) and wisdom (perception) checks if you ask. It can also, quite literally, watch your back, giving you a +2 to initiative and making you immune to being surprised.
Rapport. You have to build a relationship with the mimic for you to reliably work well together. If you treat the mimic well and bond with it, you can lower the dc or entirely negate the persuasion or intimidation checks required to have the mimic comply with your ideas. If you mistreat it, the dc for both with raise and if it is completely and utterly dissatisfied with its lot, it will unattune itself and depending on the situation, attempt to either leave or enter combat with the user who mistreated it and party members who let them. A few things that would increase your rapport with the mimic include but are not limited to: Speaking to it like a person, exhibiting violent tendencies and entertaining it's ideas. Some things that decrease your rapport with the mimic include: Killing other mimics, treating it like an object or animal and using any other weapon.
Clingy. The mimic will refuse at every turn to part from its attuned user. Whether this is because of pure survival instinct or separation anxiety depends on your relationship with the mimic. It will be exceptionally difficult to convince the mimic to unattune itself from you but if you have a high enough relationship with it you can persuade it to depart temporarily in the situation absolutely calls for it. If you don't have a high enough rapport with the mimic or are unable to convince it to depart from you, it will attempt to either follow you and latch around you as though sheathing itself using extendable pseudopods, or it will attack depending on the situation. Being a weapon mimic, the axe tends towards violence but it may just attempt to stay close to someone if it cares for them.
Sociable. The mimic and its attuned user can communicate telepathically with one another. It understands every language native to the material plane.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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, Damage: Acid, by a Fighter or Barbarian, Damage, Combat, Heavy, Two-Handed, Cleave
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