Berserker Axe 5e
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Applicable Weapons
Name | Type | Damage | Properties |
---|---|---|---|
Handaxe | Simple Melee | 1d6 slashing | Light, thrown (20/60) |
Battleaxe | Martial Melee | 1d8 slashing | Versatile (1d10) |
Greataxe | Martial Melee | 1d12 slashing | Heavy, two-handed |
Commentary by Sam West, Twitter: @CrierKobold
This fun little cursed axe is responsible for many infighting moments within parties, especially when caught unaware by the curse. If you want to offer your players an opportunity to hit a bit harder, but sometimes they hit their friends, this is a fantastic cursed item to offer should this manner of player versus player combat vibe with your group.
There aren’t other ways to end the berserk; a simple solution to the problem can be hiding from the berserking creature or knocking them unconscious.
Your movement and action are locked in once you go berserk. Your bonus action, though, can be leveraged to take different actions that can leverage the berserk to favor your team more often, especially if that involves bonus movement.
The thrown property on the Handaxe functionally does nothing, as your unwillingness to part with the axe prevents you from throwing it elsewhere.
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