Weapon
Very Rare Requires attunement by a bard
Requires Attunement
Dormant State
Magical Enhancement: +1 to attack and damage rolls made with this weapon. When used as a lute, it grants a +1 bonus to performance checks involving music.
Charges: The Heavy Metal Axe-Lute holds 4 charges, regaining 1d4 charges when used in a performance once per day.
Thunderous Riff (2 Charges): Strumming the Axe-Lute with the force of a crack of thunder, the wielder sends out a wave of thunderous energy. Creatures within a 15-foot cone must make a Constitution saving throw, taking 2d8 thunder damage and being pushed 10 feet away on a failed save, or half damage without being pushed on a successful one.
Blinding Solo (2 Charges): A dazzling solo unleashes blinding light in a 30-foot radius. Enemies must succeed on a Dexterity saving throw or be blinded until the end of the wielder's next turn, blinded by the power of the performance.
Awakened State
Magical Enhancement: +2 to attack and damage rolls made with this weapon. When used as a lute, it grants a +2 bonus to performance checks involving music.
Charges: The Heavy Metal Axe-Lute holds 5 charges, regaining 1d4+1 charges when used in a performance once per day.
Thunderous Riff (2 Charges): Strumming the Axe-Lute with the force of a crack of thunder, the wielder sends out a wave of thunderous energy. Creatures within a 15-foot cone must make a Constitution saving throw, taking 3d8 thunder damage and being pushed 15 feet away on a failed save, or half damage without being pushed on a successful one.
Blinding Solo (2 Charges): A dazzling solo unleashes blinding light in a 30-foot radius. Enemies must succeed on a Dexterity saving throw or be blinded until the end of the wielder's next turn, blinded by the power of the performance.
Berserker's Ballad (4 Charges): Invoking the fury of ancient warriors for 3 turns, the wielder gains an additional +1 bonus to attack rolls, and can make a bonus melee attack with the lute axe once each turn for 3 turns. This power fuels the wielder's rage with each note played, merging the ferocity of battle with the passion of music.
Exalted State
Magical Enhancement: +3 to attack and damage rolls made with this weapon. When used as a lute, it grants a +3 bonus to performance checks involving music.
Charges: The Heavy Metal Axe-Lute holds 6 charges, regaining 1d4+2 charges when used in a performance once per day.
Thunderous Riff (2 Charges): Strumming the Axe-Lute with the force of a crack of thunder, the wielder sends out a wave of thunderous energy. Creatures within a 15-foot cone must make a Constitution saving throw, taking 4d8 thunder damage and being pushed 20 feet away on a failed save, or half damage without being pushed on a successful one.
Blinding Solo (2 Charges): A dazzling solo unleashes blinding light in a 30-foot radius. Enemies must succeed on a Dexterity saving throw or be blinded until the end of the wielder's next turn, blinded by the power of the performance.
Berserker's Ballad (4 Charges): Invoking the fury of ancient warriors for 3 turns, the wielder gains an additional +2 bonus to attack rolls, and can make a bonus melee attack with the lute axe once each turn for 3 turns. This power fuels the wielder's rage with each note played, merging the ferocity of battle with the passion of music.
Maestro’s Crescendo (6 Charges): As an ultimate display of power and artistry, the wielder can unleash a devastating crescendo that affects all enemies within a 60-foot radius. Enemies must make a Constitution saving throw, taking 6d8 thunder damage and being stunned until the end of the wielder's next turn on a failed save, or half damage without being stunned on a successful one.
The Heavy Metal Axe is not merely a weapon but a symphony of destruction and harmony. This dual-purpose marvel serves both as a lethal battleaxe and a finely tuned lute, its body crafted from an enigmatic alloy that shines with a mysterious, dark glow.
When attuned the character gains proficiency with this battleaxe if they don’t already have proficiency with battleaxes.
Type |
Damage |
Damage |
Range |
Martial Melee |
1d8 / 1d10 |
Slashing |
|