Axe of the Galloping Headsman (Legendary)
At a glance
Weapon feature
About this weapon
This axe has a wickedly curved head, honed to a razor’s edge and limned with dark fire. Its handle is wrapped in cracked leather, and the entirety is etched with malevolent runes.
You gain a bonus to attack rolls and damage rolls made with this magic weapon determined by the axe’s rarity. You also are able to use the following properties:
Mark of Guilt (Very Rare+). When you hit a creature with the axe, you can mark it for punishment (no action required). You know the direction and distance to the creature. If it leaves this plane of existence, you know the destination plane and the mark ends. The mark otherwise ends when this property is used again, or when the target dies.
Sense Guilt (Very Rare+). You can take a Reaction to hold the blade of the axe to a creature’s neck (if it has one), and it must succeed on a Presence Reaction Roll (DC = 16 + the axe’s bonus) or you learn something the creature feels guilty about. Once this property is used, the target is immune to it for 24 hours.
Dark Binding (Legendary). Once during your turn when you hit a creature with the axe, you can immediately take a Reaction to force the target to succeed on a DC 19 Strength Reaction Roll or have the Paralyzed and Vulnerable conditions until the start of your next turn. If its body shape allows it, the target kneels and presents its neck.
Executioner’s Blade (Legendary). When you attack a creature with the Prone condition using the axe, you automatically hit on your attack. On a Critical Hit, the axe deals an extra 3d6 Fire damage, and if the creature is left with 2 or fewer Hit Points after taking this damage, it must succeed on a DC 10 Strength reaction roll or die.
Axe of the Galloping Headsman (Legendary)
This axe has a wickedly curved head, honed to a razor’s edge and limned with dark fire. Its handle is wrapped in cracked leather, and the entirety is etched with malevolent runes.
You gain a bonus to attack rolls and damage rolls made with this magic weapon determined by the axe’s rarity. You also are able to use the following properties:
Mark of Guilt (Very Rare+). When you hit a creature with the axe, you can mark it for punishment (no action required). You know the direction and distance to the creature. If it leaves this plane of existence, you know the destination plane and the mark ends. The mark otherwise ends when this property is used again, or when the target dies.
Sense Guilt (Very Rare+). You can take a Reaction to hold the blade of the axe to a creature’s neck (if it has one), and it must succeed on a Presence Reaction Roll (DC = 16 + the axe’s bonus) or you learn something the creature feels guilty about. Once this property is used, the target is immune to it for 24 hours.
Dark Binding (Legendary). Once during your turn when you hit a creature with the axe, you can immediately take a Reaction to force the target to succeed on a DC 19 Strength Reaction Roll or have the Paralyzed and Vulnerable conditions until the start of your next turn. If its body shape allows it, the target kneels and presents its neck.
Executioner’s Blade (Legendary). When you attack a creature with the Prone condition using the axe, you automatically hit on your attack. On a Critical Hit, the axe deals an extra 3d6 Fire damage, and if the creature is left with 2 or fewer Hit Points after taking this damage, it must succeed on a DC 10 Strength reaction roll or die.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Axe of the Galloping Headsman (Legendary) Subclasses
No subclasses available.
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Background Questions
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Connections
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