Hellvetica
Martial weapon (greataxe), rare
Multi column
Base Stats
- Cost: 30 GP (base)
- Weight: 7 lb.
- Damage: 1d12 Slashing (base)
- Properties: Heavy, Two-Handed
- Mastery: Cleave
- Source: PHB’24, p. 215
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“Name it afta’ sumn stupid man!”
“Somethin real stupid somethin that when you get all touchy-feely wit’ it you feel a lil’ ashamed for namin it afta sumn stupid, keeps the spirit in it real quiet. But name it afta’ somethin you loves though so it feels ya care. I’ll help ya out with an idea, name it afta sumn to do with that printin press we made.”
Hellvetica was forged “way back when” passersby still had the chance to grumble about the Odinsbladh brothers and their ragtag back-of-a-brewery forge with all its “ceaseless racket” and “insufferable laughter.” Now, she stands as a solitary reminder of times long past.
Designed by Eitri Odinsbladh, Hellvetica is a cruel mistress. A hefty greataxe adorned with gears, pipes, and even a built-in steam boiler. But nothing about her is as striking as the rune plate and piston embedded in her bit. Engineered to slot various dwarven plates, it drives them into whatever poor sod unlucky enough to find themselves on her bad side with a bone-rattling punch, branding them with whatever potent magicks were stored within that rune.
Magic Properties
You gain a +1 to attack and damage rolls made with this magic weapon.
Adaptable. Hellvetica’s damage type is determined by the Rune Plate it currently has inserted.
Words Bear Power. Hellvetica can harness the power of Rune Plates, slabs of dwarven steel embossed with ancient dwarven runes scattered across the realms. Each plate holds latent power that is unleashed on attack rolls of above a 15, with an additional effect on critical hits.
Rune Plates
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Rune Damage Type Effect BLANK Bludgeoning Nothing. SHARP Slashing The speed of the target is reduced by 10 feet until the start of their next turn.
On Crit: The target will additionally have disadvantage on all attack rolls until the start of their next turn.POINT Piercing Until the end of your next turn roll your attacks against the target with advantage.
On Crit: ALL attacks against the target can be rolled with advantage until the end of your next turn.BURNY Fire The target takes fire damage equal to your Charisma or Spellcasting Modifier.
On Crit: The target will suffer 2d6 fire damage at the end of its turns for 1d4 rounds.HEAVY Bludgeoning You can move the target 5 feet to an unoccupied space.
On Crit: You can move the target up to 30 feet to an unoccupied space, if the target would collide with an object the target will take equal to 1d6 for every 5 feet of remaining movement.HURTY Necrotic Until the start of their next turn the target will suffer disadvantage on constitution saving throws.
On Crit: The target will instead suffer disadvantage on all saving throws until the start of their next turn.LOUD Thunder Until the start of their next turn the target will be deafened.
On Crit: The target will additionally be blinded until the start of their next turn.