Magic Weapon (Great Axe), Artifact, requires attunement by a descendant of Arkazar Waterstriker
During our final hour of need, atop the hill, he held his ax to the sky, and thus lightning struck it from out of the clear blue, and he felled his enemies with a single mighty stroke. - Tale of Arkazar Waterstriker.
In the final battle of the Giant War, Arkazar Waterstriker led the Kanari army against the hill giants at Swifthallow Hill. He called for a final charge, and lightning struck his axe out of the clear blue, enchanting it with magical energy. He cleaved in a storm of fire, ice, and lightning his way to the Giant king, and with a mighty stroke, split the fire giant in two.
Years later, on his deathbed, he whispered to it, “Only my descendants, should they be worthy, possess the power I wielded that fateful day,” sealing the power away, dormant until its champion arrived.
Magic Weapon. Arkazar grants a +3 bonus to attack and damage rolls with it. Arkazar also does an additional 1d12 damage. If your strength is 20 or more, Arkazar can be used with one hand, despite great axes requiring two hands. If the target is of the giant type, then the axe does an additional 1d12 damage.
Throwing. Arkazar has the thrown property with a normal range of 60 feet and a long range of 120 feet.
Fire, Ice, and Lightning. Arkazar is charged with elemental energy. Randomly, when attacking, it does either 1d12 fire, cold, or lightning damage. As a bonus action, however, the user may choose which damage it does. The axe will not do particular damage to enemies who are resistant or immune to said elemental energy. If the target is resistant to all, it will be random. If the target is immune to all, no effect is chosen.
Arkazar also has 9 charges that can be used for magical attacks. All charges are regained daily at dawn.
Lightning Blast. As an attack, the user can expend one charge to shoot a blast of lightning from the tip up to 60 feet for 4d12 lightning damage.
Wheel of Flames. As an attack, the user can expend one charge to carve a wheel of flames through the air. All creatures in a 15ft wide, 30ft long line must make a two DC 20 Dexterity Saving throws, taking 2d12 Fire damage on each fail or half as much on a success.
Icy Armor. As an action, the user can expend two charges to wrap their body in a layer of magical ice, gaining a +3 bonus to AC for 1 hour. Whenever a creature deals damage to the user, that creature takes 2d6 Cold Damage. This cannot deal damage to a creature until the start of the user's next turn.
Inspiring Leader. The user may spend up to 10 minutes giving an inspiring speech granting everyone who can hear them gains 25 temporary hit points. The speech giver does not benefit from this effect. This may be used once per day.
Strength of the Heavens. While attuned to Arkazar, your Strength score increases by 4 to a maximum of 30, your Dexterity score increases by 2 to a maximum of 30, and your Constitution score increases by 4 to a maximum of 30.
Attunement. A person can only attune to Arkazar if the ax allows it, and they are a descendant of Arkazar Waterstriker, and they are deemed worthy. Otherwise, the great-ax is twice as heavy, and all attacks are made with disadvantage. Arkazar cannot be picked up short of a wish spell if it does not want to be held. Arkazar chooses who is worthy or not.
Charges (____/9)