Weapon (greataxe), artifact (requires attunement by a barbarian)

This weapon's handle is made of spiraling crystal. The skull at the top has extended to form a secondary blade on the backside of the head. Multiple spine discs have merged to form a spiked ball at the base of the handle.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after the attack, the weapon disappears in a cloud of smoke and reappears in a similar manner back in your hand.

This greataxe has the following randomly determined properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property

The spike can explode into multiple shards, each functioning as a Magic Missile. You functionally cast Magic Missile at 9th level once per day. The spike regrows daily at dawn.

The greataxe can be spun up before being thrown at a target. A 9th level Storm Sphere is created at the impact point. Afterwards, roll 1d6. On a roll of 1-5, you can't use this feature again until the next dawn.

When the wielder activates Rage, if they are Large or smaller, they may choose to increase their size up to Huge. Doing so increases their reach by 10 feet.

Attacks with this weapon deal an extra 2d10 damage to Giants and Dragons.

On an attack roll of 20, the attack lets off a thunderous boom that can be heard from up to 300 feet away, dealing an extra 2d12 Thunder damage, and sending the target flying 30 feet back and knocking them prone.

Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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, Weapon Property: Thrown, Resistance: Lightning, Size: Huge, Bonus: Temporary Hit Points, Bonus: Melee Reach, barbarian, Damage, Combat, Heavy, Two-Handed, Cleave

Item Tags: Damage Combat

NatureCheck

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