Leviathan (5e Equipment)
Weapon (battleaxe), artifact (requires attunement by a character with a 21 Strength or higher) Leviathan, a name inspired by the mighty serpents of the sea, is a ferocious axe that was designed to serve in the very battles of the gods. This axe was forged by two drawven brothers, supposedly for a beautiful goddess. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deal an additional 1d12 slashing damage plus 1d8 cold damage. You can throw the axe (range 60/120 feet) to deal an additional 2d8 slashing damage and 1d8 cold damage, and call it back as a bonus action. Some features of the axe require creatures to make a saving throw. Its DC is the following:
Leviathan comes with 4 charges and regains 1d4 charges after a long rest. These charges can be used for the axes many features, of which you may have a number prepared equal to your wisdom modifier (minimum of 1). The features available to you are from the following list: Ivaldi's Anvil. As an action, you expend one charge and slam the axe into the ground, creating an area of freezing ice. All creatures within 10 feet of you must make a Dexterity saving throw or take 3d8 cold damage and gain the paralyzed condition until the end of your next turn. Wrath of the Frost Ancient. As an action, you expend a charge, clasp the axe in both hands, and select an area you wish the effect to take place. A 30 foot long beam of frost extends from the axe and continues to fire until the end of your next turn. Any creatures caught in this beam must make a Dexterity saving throw at the start of their turn or take 2d6 cold damage and have difficulty moving, halving their movement speed. On your next turn, you can expend a second charge and fire in a different direction or in the same direction. This feature requires you to maintain concentration. Tyr's Revenge. As an action, you expend a charge, select a target within range, and make a ranged attack with the axe. If the attack is successful, the axe spins viciously to hit the target and then slams them into the ground, dealing 4d8 slashing damage, 2d8 cold damage, and knocking them prone. In addition, any creatures within 5 ft. of the target take 1d8 cold damage. Hel's Touch. As an action, you expend a charge and hold up the axe. A flash of cold, blinding white light emits from the axe. All creatures within 30 feet must make a Constitution saving throw or take 1d8 cold damage and gain the stunned condition for 2 rounds. Mists of Helheim. As an action, you expend a charge, select a point within range, and throw the axe into the ground. A 20 foot area around the axe becomes surrounded with cold mist for 1 minute. Any creature caught within the mists must make a Constitution saving throw at the start of their turn. The creature takes 2d8 cold damage on a failed save or half as much on a successful one. Recalling the axe ends this ability. Blessings of the Frost. As a bonus action, you expend a charge and gain the following benefits. Cold magical energy envelops the axe and boosts your attacks. For 1 minute, Melee and ranged attacks made with the axe deal an additional 1d12 cold damage and 1d6 slashing damage. Breath of Thamur. As an action, you expend two charges and hold the axe in both hands, raising it to the sky. A whipping storm of ice and cold winds swirls in a 30 foot circle around you. All creatures caught within this storm must make a Dexterity saving throw or take 8d6 cold damage and be knocked prone.
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