This greataxe, crafted with a blend of sturdy steel and enchanted wood, hums with a primal energy. Its broad, double-sided blade is etched with swirling patterns that resemble both the flowing currents of a river and the gnarled bark of an ancient tree. A faint, verdant glow emanates from the wooden haft, pulsing gently with each swing.
Properties:
- +1 Weapon: This weapon grants a +1 bonus to attack and damage rolls.
- Wild Surge: When you roll a critical hit with this weapon, you can choose to unleash a surge of wild energy. Each creature within 10 feet of the target (including the target) must make a DC 14 Constitution saving throw. On a failure, they take 2d6 thunder damage and are pushed 5 feet away from the target. On a success, they take half damage and are not pushed.
- Nature's Resilience: While attuned to this weapon, you gain advantage on saving throws against poison and disease.
- Curse of the Wild: This weapon is cursed. Becoming attuned to it extends the curse to you. While attuned, you feel an increasing urge to abandon civilization and return to the wilderness. You have disadvantage on Charisma checks when interacting with city dwellers, and you feel a growing discomfort in urban environments.
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, Advantage: Saving Throws, Disadvantage: Ability Checks, Curse of the Wild: This weapon is cursed. Becoming attuned to it extends the curse to you. While attuned, you feel an increasing urge to abandon civilization and return to the wilderness. You have disadvantage on Charisma checks when interacting with city dwellers, and you feel a growing discomfort in urban environments., Damage, Combat, Heavy, Two-Handed, Cleave
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