Rending Axe (5e Equipment)

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Weapon(any axe), very rare (requires attunement)

The Axe of Rending is a famous axe, renowned for enhancing the the wielder's martial abilities. You have a +2 bonus to attack and damage rolls with this weapon and the weapon counts as adamantine for the purpose of overcoming resistance and immunity to nonmagical attacks and damage..


Critical Improvement. Your attacks with this weapon score a critical hit on a roll of 19 or 20. If you are already able to score a critical hit on a 19, when you score a critical hit, you may roll an additional damage die.

Rend Asunder. This axe has 7 charges. On a hit with this weapon, you can expend any number of charges to gain the desired effects.

Blood Fury. On a critical hit, you can expend 1 charge to deal maximum damage with the damage dice from this weapon.

Relentless Assault: After an enemy creature of CR 1 or higher is reduced to 0 hit points on a critical hit from this weapon, you can expend 2 charges to perform an additional Attack action.

Deathblow (1/day): When you roll a 1 on The d20 for an attack roll with this weapon, you can instead spend 4 charges to treat the attack as a critical hit.

Headhunter: As a bonus action, you can expend 7 charges from this axe to call forth the spirit of the einherjar to possess you. This gives the following benefits:

  • You gain an additional +2 bonus to your damage rolls with this weapon.
  • Your attacks with this weapon now score a critical hit on a roll of 18, 19, or 20.
  • Any enemy creature that is killed with a critical hit from this weapon is decapitated and cannot be revived until the next dawn, unless the target is undead, the true resurrection spell is used, or the greater restoration spell is cast on the corpse beforehand.


However, the power of this is not without cost. By using Headhunter, the spirit of the einherjar is invited into you and will replace your consciousness with endless bloodlust. At the beginning of each turn, you must make a DC 14 Wisdom saving throw. On a failed save, the spirit on the einherjar will take control of your actions and move as much as possible to the nearest enemy and attack relentlessly. Einherjar will not be hostile to allied creatures unless they target you, in which case it will attack them until they drop to 0 hit points. Einherjar is heedless of life, limb and caution, and will take the most direct route to the nearest enemy you are aware of regardless of obstacle.

This effect lasts for 1 minute. After the effect ends, you must make a DC 18 Constitution save. On a failed save, you gains 4 points of exhaustion. On a successful save, you only gains 2 points of exhaustion.

This axe regains 1d2 charges at midnight, or regains all charges on a full moon if exposed to the light for 1 hour.


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