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Suneater axe

Weapon (any axe), rare (requires attunement)
  When the mighty wolf Fenrir threatened the world, the dwarves fashioned an impossibly strong thread with which to keep him bound. This thread, known as Gleipnir, was crafted from the sound of a cat’s footfall, the roots of a mountain, and the breath of a fish, amongst other things. With the leftover material the Weapons of Binding were made. Suneater axe is one such weapon, a depiction of the wolf Skoll who the dwarves believe will one day devour the sun.
  You have a +1 bonus to attack and damage rolls you make with this magic weapon. This magic weapon has 6 charges and regains 1d6 expended charges whenever it bathes in the light of dawn or dusk for 10 minutes. It can recharge no more than once per 24 hours.
  Suneater. As an action, you can expend 2 charges to cast the darkness spell. While you hold suneater, you can see through this magical darkness.
  Gleipnir. As an attack, you can expend 1 charge to launch the axe’s blade from Skoll the wolf’s mouth. Make a thrown range weapon attack against a target within 30 feet. On a hit you deal the axe’s normal damage and the creature must succeed on a DC 15 Dexterity saving throw or become grappled (escape DC 15). A creature that fails by 5 or more is restrained while it is grappled in this way. A Huge or larger creature has disadvantage on the saving throw. As an action, a creature can attempt a DC 15 Strength check, freeing a creature grappled in this way on a success.
  While you have a creature grappled using Gleipnir, you can’t use Suneater axe to make an attack and you must continue to hold the axe to maintain the grapple. As a bonus action you can try to reel in a creature grappled by Gleipnir. Make a Strength (Athletics) check contested by the grappled creature’s Strength (Athletics). On a success, you can pull the target up to 15 feet closer to you.
  Very rare: Increase the bonus to + 2, and the DCs to 16. While you wield this weapon, you have resistance to radiant damage.
  Legendary: Increase the bonus to + 3, the DCs to 17. While you wield this weapon, you have resistance to radiant damage. In addition, you can expend 3 charges to cast conjure animals as an action, summoning a winter wolf.

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