The Axe of Thrynnir is a mithril-bladed greataxe adorned with ancient dwarven runes and scenes depicting the clan’s battle against orcish foes. its haft, crafted from Ironbark wood, bears the marks of countless conflicts. With each swing, it resonates with the echoes of past warriors, urging its wielder toward vengeance. This formidable weapon exudes an aura of power and purpose, striking fear into enemies and delivering swift justice. As a symbol of hope for the Grimbeard clan, it remains an instrument of divine wrath, destined to carve a path of righteousness through history.
Lore:
Origin:
Forged in the fires of vengeance by the renowned dwarven blacksmith Durgrim Ironbeard, the Axe of Thrynnir was crafted with a singular purpose: to bring justice upon the Orc horde that ravaged the ancestral lands of the Grimbeard clan. Durgrim imbued the greataxe with ancient dwarven runes of power, each stroke of his hammer fueling it with the spirit of retribution.
Family Heirloom:
Passed down through generations of the Grimbeard lineage, the Axe of Thrynnir became a symbol of the clan's unyielding resolve to avenge their fallen kin. It was wielded by chieftains and champions alike, its blade thirsting for the blood of the orcish marauders, the Ironfang Horde, who had brought ruin upon their homeland, The clan swore an oath upon the axe, vowing to never rest until every last Orc was vanquished.
Loss of Power:
As the centuries passed, the memory of the orcish atrocities faded, and with it, the axe's potency waned. The Grimbeard clan, consumed by internal strife and petty rivalries, neglected their sacred duty, and the axe lay forgotten amidst the dust of their ancestral halls, its true purpose obscured by the passage of time.
Discovery:
It was during a time of upheaval and turmoil that the current scion of the Grimbeard line, the young dwarf warrior [PC Name], uncovered the Axe of Thrynnir. Drawn by a sense of duty and the whispers of his ancestors, [PC] embarked on a quest to reclaim his family's honor and fulfill the ancient oath sworn upon the axe.
Clues of Destiny:
Etched upon the axe's blade were the names of those who had fallen at the hands of the orcish horde, a grim reminder of the debt owed to their memories. As [PC] took hold of the axe, he felt a surge of righteous fury course through him, a calling to stand against the tide of darkness and seek vengeance for his kin. In that moment, he knew that the Axe of Thrynnir was meant for him, a tool of retribution to carve a path of justice through the heart of the orcish tribes.
Axe of Thrynnir
Weapon (greataxe), legendary (requires attunement by a member of the Grimbeard clan)
Special: The Axe of Thrynnir grows in power alongside its chosen bearer, evolving to match their increasing strength and righteousness.
Properties:
Weapon Type: Greataxe
Damage: 1d12 Slashing
Weight: 7 lbs
weapon Properties: Heavy, two-handed
Minor Abilities
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Keen Edge: You gain a +1 bonus to Attack and damage rolls. (Level 2)
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Stone’s Resilience: Resistance to Bludgeoning damage while wielding the Axe of Thrynnir. Once per Long Rest, you can cast Stoneskin with a duration of 1 hour. This ability requires concentration and ends if you lose concentration, but it doesn’t require the material components of the spell. (Level 3)
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Orcish Bane: Once per Long Rest, you can deal an additional 1d6 damage to Orcs. (Level 5)
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Stout Defense: You gain a +1 bonus to AC when the Axe of Thrynnir is used in combat. (Level 6)
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Vengeful Spirit: You gain Advantage on Attack rolls against creatures that have damaged you since your last turn. (Level 7)
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Earth’s Embrace: You gain Tremor sense out to a range of 30 feet while holding the Axe of Thrynnir. (Level 9)
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Avenger’s Shield: You can use your Reaction to deflect a ranged weapon attack targeted at you from an attacker that you can see, causing the attack to miss. (Level 10)
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Thunderous Roar: When you roll a Critical Hit, you can force creatures within a 15 foot radius, centered on you, to make a DC 15 Constitution saving throw or be stunned. (Level 11)
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Oath of Retribution: You gain Advantage on saving throws against being charmed or frightened. (Level 13)
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Adamantine Edge: You can overcome resistance and immunity to nonmagical damage. If your target would be resistant to this damage it now takes full damage, if it is immune it takes half damage. (Level 14)
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Enduring Soul: You gain resistance to Necrotic damage and advantage on saving throws against effects that would reduce your Hit Point Maximum. (Level 15)
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Unyielding Determination: Once per Long Rest, when reduced to 0 Hit Points but not killed outright, you are instead reduced to 1 Hit Point and gain temporary Hit Points equal to your level + your Constitution modifier. (Level 17)
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Eternal Guardian: Once per Long Rest, you can use your Bonus Action to summon a Spectral Guardian. The guardian lasts for 1 hour or until reduced to 0 Hit Points. (Level 18)
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Legendary Fury: Once per Long Rest, you can enter a state of legendary fury for 1 minute, gaining Advantage on all Attack rolls and dealing an additional 2d6 damage with each successful hit. You also gain resistance to all damage during this time. (Level 19)
Major Abilities
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Orcbane’s Fury: Once per Long Rest, unleash a whirlwind attack dealing 4d6 Slashing damage and knocking creatures prone in a 15-foot radius. (Level 4)
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Avenger’s Resolve: You gain Advantage on all Attack rolls and saving throws for 1 minute per Short or Long Rest. (Level 8)
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Vengeance Unleashed: Once per Long Rest, you can empower your strikes to deal an additional 4d6 Radiant damage and gain Advantage on saving throws against spells and magical effects. (Level 12)
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Avatar of Retribution: Once per Long Rest, you can transform into a Large entity, gaining increased damage (4d6 Bludgeoning), resistance, and advantage on Strength and Constitution saving throws for 1 minute. (Level 16)
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Eternal Wrath: Once per Long Rest, gain increased Strength, additional Radiant damage on attacks, resistance to all damage, Advantage on all saving throws, and an extra attack as a Bonus Action for 1 minute. (Level 20)
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: by a member of the Grimbeard Clan, Heavy, Two-Handed, Cleave
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