Weapon (greataxe), legendary (requires attunement)

While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 1d8 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.

While holding this magic weapon, you can take a Bonus Action and use a command word to cause purple acid to drip from  the damage-dealing part of the weapon. The oozing axe can disease any food source it comes in contact with. Also, the acid dripping from the blade can melt through inorganic matter. While the weapon is oozing, it deals an extra 1d8 Poison damage on a hit. The acid last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon. This poison damage cannot harm yourself. 

 

You may use a charge counter to change it's form from one to the other. A charge counter is not expended on first use. The charges reset after a long rest.

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: Fire, Damage: Poison, Heavy, Two-Handed, Cleave

DM_Tay

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