The Axe of the Thunderforge is a masterfully crafted weapon, combining the brute force of a great axe with the elemental power of lightning. Its large, imposing blade crackles with arcane energy, the edges gleaming with a metallic sheen. The handle, forged from dark iron and wrapped in leather, is reinforced with enchanted copper coils that hum with electrical power. The axe’s blade is designed with a lightning-shaped motif, and arcs of energy surge across its surface, especially when it strikes a foe.
This legendary weapon was created by a forgotten order of blacksmiths known as the Thunderforgers, artisans who harnessed the power of storms and the arcane to create weapons capable of both devastating physical and magical damage. The axe was their crowning achievement, crafted with both steel and elemental forces to strike fear into the hearts of even the most powerful foes.
Weapon Properties:
- Damage: 2d6 slashing
- Properties: Heavy, two-handed
- Magic Weapon: The Axe of the Thunderforge is a magical weapon.
- Lightning Channeling: The axe channels lightning, allowing you to deal additional lightning damage. When you hit a creature with the Axe of the Thunderforge, it takes an additional 1d6 lightning damage.
- Bonus to Attack and Damage: The axe grants a +2 bonus to attack and damage rolls. This bonus is added to all attacks made with the axe.
Abilities:
- Thunderstrike:
Once per short rest, you can use an action to call upon the full power of the storm. When you make a melee attack with the Axe of the Thunderforge, you can choose to unleash a powerful thunderclap. The target must make a Constitution saving throw (DC 16) or take an additional 4d6 thunder damage and be knocked prone. On a successful save, the target takes half damage and is not knocked prone. - Lightning Leap:
Once per short rest, as a bonus action, you can use the Axe of the Thunderforge to propel yourself with a surge of lightning. You can teleport up to 30 feet to an unoccupied space that you can see, leaving a trail of electric energy in your wake. Any creature within 5 feet of your starting point must make a Dexterity saving throw (DC 15) or take 1d6 lightning damage. - Stormbreaker’s Fury:
When you score a critical hit with the Axe of the Thunderforge, the target is struck with a burst of electrical energy. The creature takes an additional 2d6 lightning damage, and all creatures within 10 feet of the target must make a Dexterity saving throw (DC 15). On a failed save, the creatures take 1d6 lightning damage; on a successful save, they take no damage. - Chain Lightning:
Once per long rest, you can channel the power of the storm to cast Chain Lightning (8th level) as if you were casting it from the Axe of the Thunderforge. This ability does not require material components and deals lightning damage as normal for the spell.
History:
The Axe of the Thunderforge was created by the Thunderforgers, a group of ancient blacksmiths who forged their weapons in the heart of thunderstorms, using both traditional craftsmanship and arcane lightning to imbue their creations with the raw power of the storm. Legends say the Axe of the Thunderforge was the final weapon forged by their master smith, whose body was lost in the forge’s explosion when the weapon was completed. The axe was said to have been imbued with the essence of his soul and the fury of the storm itself.
The Axe of the Thunderforge was lost to time, but whispers of its existence remain among the few who understand the way of the Thunderforgers. It is believed that whoever wields the axe will possess the power of the storm, becoming both a harbinger of lightning and a force to be reckoned with.
Attunement:
To attune to the Axe of the Thunderforge, the wielder must have proficiency in martial weapons and an affinity for destructive forces, particularly those who are connected to lightning, storms, or elemental magic. The weapon attunes to those who can wield its power and understand its connection to the primal forces of nature.
Summary of Abilities:
- Thunderstrike: Once per short rest, unleash a thunderclap that deals 4d6 thunder damage and knocks the target prone (Constitution save, DC 16).
- Lightning Leap: Once per short rest, teleport 30 feet as a bonus action, dealing 1d6 lightning damage to creatures within 5 feet of your starting point.
- Stormbreaker’s Fury: Critical hits cause an additional 2d6 lightning damage and 1d6 lightning damage to creatures within 10 feet (Dexterity save, DC 15).
- Chain Lightning: Once per long rest, cast Chain Lightning without material components.
Bonuses:
- +2 to attack and damage rolls.
- Additional 1d6 lightning damage with every hit.
The Axe of the Thunderforge is a weapon of unmatched power, designed to strike with both the raw might of steel and the devastating force of the storm, making its wielder a deadly force in both physical combat and elemental warfare.
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: Damage: Lightning, Bonus: Magic, Bonus: Melee Weapon Attacks, wielder must have proficiency in martial weapons and an affinity for destructive forces, particularly those who are connected to lightning, storms, or elemental magic. The weapon attunes to those who can wield its power and understand its connection to the primal forces of nature., Damage, Buff, Combat, Heavy, Two-Handed, Cleave
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