Home Artists Posts Import Register

Content

Magmasteel Axe

Weapon (any axe), uncommon

Component: elemental volatile mote of fire

Complex magical reactions can sometimes occur when melting darksteel weapons, resulting in the unpredictable alteration of their enchantments. Having lost the ability to absorb lightning, this molten axe makes up for it with fiery strikes imbued with boiling magma. Maintenance doesn’t change, however—don’t forget to apply linseed oil at least once every seven days.

This axe has 4 charges and regains 1d4 expended charges daily at dawn.

Unstable Overheating. As a bonus action while holding this axe, you can expend 1 charge to ignite it, causing veins of searing magma to light up across its blade. While ignited, this axe sheds dim light in a 5-foot radius and deals an extra 1d4 fire damage to each target it hits. When you roll a 4 on this extra damage, the axe erupts violently, and each creature within 10 feet of the axe must make a DC 13 Dexterity saving throw, taking 2d4 fire damage on a failed save, or half as much damage on a successful one. After the axe erupts, it’s no longer ignited.

---------------------------------------

Rare variant: Increase the DC to 15, the extra damage on a hit to 1d6, and the damage of the eruption to 4d6. The axe erupts when you roll a 5 or 6 on the extra damage die, instead of a 4.

Very rare variant: Increase the DC to 16, the extra damage on a hit to 1d8, and the damage of the eruption to 5d8. The axe erupts when you roll a 7 or 8 on the extra damage die, instead of a 4.

---------------------------------------

DOWNLOAD YOUR THIEVES' SPOILS ITEMS HERE

---------------------------------------

Also check out our Kickstarter before it ends too!

Files

Comments

No comments found for this post.