The Green Axe
A strangely shaped greataxe that seems perfectly balanced but slightly otherworldly in design, it is made of a strange green crystal that flares with small traceries of green light like a slowly beating heart. The edge is sharp and the oddly solid construction makes this a sturdy weapon indeed.
Mechanics & Inner Workings
The Artifact grows in power as the wielder increases in skill (represented by proficiency bonus in-game). At the beginning (+2) the Green Axe is a uncommon magical weapon (+1) and possesses a small side effect that is only slightly detrimental - while attuned to this artifact your skin begins to turn a shade of green that matches the Axe.
When the attuned character increases in skill (+3 proficiency bonus) the Green Axe senses it and now seems to be a rare magical weapon (+2) and reveals a benefit: while attuned to this artifact, you can command the Axe to shed bright light for 30ft and dim light for an additional 20ft.
When the attuned character increases in skill yet again (+4 proficiency bonus) the Green Axe seems to shudder in their hands and increases in power to match. The Axe becomes a very rare magical weapon (+3) and reveals another small benefit: while attuned to this magic item, the Axe can be thrown (20/60ft) and will return to it's master, It can be caught with a DC 12 Athletics check.
When the attuned character increases in skill a fourth time (+5 proficiency bonus) the Green Axe awakens. While it does not reach its full sentience, the Green Axe becomes able to do more. The axe heals the attuned character 1D6 for each successful hit. While attuned you have advantage on wisdom saving throws.
When the attuned character becomes yet more skilled (+6 proficiency bonus), the Green Axe becomes fully sentient. The axe has a masculine voice, speaks orc and common, it can communicate telepathically with it's owner. It has an Intelligence of 16 (+3), Wisdom of 20 (+5), and a Charisma of 18 (+4), it's alignment is neutral good. The Axe inherently knows the reputation of Half-Orcs and gleans its wielders knowledge of their history. But rather than shy from the stereotypes, the Axe embraces it. It revels in the fear towards it's wielder as a sign of strength, It offers suggestions in combat to it's wielder. It wishes to be in the thrill of combat at all times and is easily bored by more civilised affairs. The Axe also gains some limited spellcasting, casting spells as a Cleric, but limited to the Spells: Ceremony (4x/day) and the spells Heroes Feast & Resurrection 1x/day
Significance
The Green Axe is a sentient magic item that increases in power along with its chosen wielder. The weapon is a legend among the eldest sages of orcish lore, a relic of the Orcgate portal that brought gray Orcs to Faerun. The first half-orcs as the world knows them were born in those days of war, and The Green Axe is built on that legacy - born from two worlds, savage and civilised, and greater than either alone.
The Green Axe has many names, and more epithets, but its true name is known only to its wielder that must be a half-orc - no other is allowed to heft this mighty axe. While the Axe's intelligence is slumbering between worthy wielders, it awakens when a half-orc with a +3 proficiency bonus first wields it. As a unique Artifact, it provides a few small benefits but otherwise appears as a simple +1 Magic Greataxe with a unique one-blade style.
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