God of War in D&D: The Leviathan Axe

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Leviathan Axe

Magic Weapon (battleaxe) – Artefact (Requires Attunement by a character with a Strength score of 15 or higher)

This battleaxe forged by dwarven master-smiths is imbued with powers of frost, and can be called to its wielder’s hand at will. Additionally, the axe can be empowered with runic enchantments to deliver a wide array of different attacks. This magic battleaxe has the following properties:

  • You gain +3 to attack and damage rolls made with this weapon. Attacks made with this weapon deal an additional 1d4 cold damage.
  • This axe has the thrown property with a range of 30/120. Any creature directly between you and the target of the attack must make a DC 15 Dexterity throw, suffering damage equal to the weapon’s damage (1d8+3 slashing damage plus 1d4 cold damage) on a failed save, or half as much on a successful save.
  • You can call the axe to your hand as a bonus action. Any creature between you and the axe must make a DC 15 Dexterity saving throw, suffering damage equal to the weapon’s damage on a failed save, or half as much on a successful save.
  • Once per turn you may make a heavy attack with this weapon. You must wield this weapon with both hands when making a heavy attack. A heavy attack deals an additional 1d4 cold damage.
  • This weapon can have two Runic abilities installed at any one time. Only one of these can be a rune that affects normal attacks, and only one can be a rune that affects heavy attacks.

Runes

Runes can be found as common magic items. While they don’t have any power on their own, each rune can add a unique attack that the wielder of the Leviathan Axe can use. Each rune can be used as an action. Light attack runes can be used up to 5 times, and must be used while wielding the axe one-handed. Heavy attack runes can be used twice, and must be used when wielding the axe two-handed. You regain all uses of your runes when you complete a short or long rest.

Runes – Normal Attacks:

  • Njörd’s Tempest – You spin the axe in a circle, slashing at all foes around you. Each creature within 5 feet of you must make a DC 15 Dexterity saving throw, suffering

    1d8+3 slashing damage plus 1d4 cold damage on a failed save, or half as much on a success.

  • Fury of the Ice Troll – An icy shockwave blasts out from you in all directions. Each creature within 10 feet of you must make a DC 15 Strength saving throw, suffering 1d4 cold damage and being pushed 10 feet directly away from you, or half as much damage on a failed save.
  • Tyr’s Revenge – You cast your axe towards one target, holding it spinning in the air slashing that creature. One creature within 10 feet of you must make a DC 15 Dexterity saving throw, suffering 3d8+3 slashing damage plus 3d4 cold damage on a failed save, or half as much on a success.
  • Leviathan’s Wake – You throw the axe with tremendous force. Each creature along a 30 feet long line from you in a direction you choose must make a Dexterity saving throw. A creature takes 2d8+3 slashing damage and 2d4 cold damage on a failed save, or half as much damage on a successful one.

  • Charge of the White Bear – You rush forward surrounded by frost magic, slamming into an enemy. Move up to your normal movement speed towards a creature, during which you can’t be targeted by opportunity attacks, then make an attack against that creature with the Leviathan axe. On a hit, the attack deals an additional 2d4 cold damage, and the creature must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Wrath of the Frost Ancient – You cast a beam of ice from the Leviathan axe. A beam of ice 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the beam must make a DC 15 Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. The beam lasts until the start of your next turn.
  • Strike of the Utgard – You swing the axe in a wide arc, casting a blade of ice to slash into your enemies. Each creature within a 15-foot cone emanating from you must make a DC 15 

    Dexterity saving throw.

    A creature takes 2d8+3 slashing damage and 2d4 cold damage on a failed save, or half as much damage on a successful one.

  • Hel’s Touch – As a reaction when a creature attacks you, you may create a sudden blast of ice from your axe to force all creatures within 10 feet of you to suffer 1d4 cold damage, and suffer disadvantage on all attacks for one round.

Runes – Heavy Attacks:

  • Thiazi’s Talon – You cast a vertical blade of frost towards your enemies. Creatures on a 20-foot line from you must make a DC 15  Dexterity saving throw, suffering 3d8 cold damage and being knocked prone on a failed save, or half as much damage on a success.
  • Ivaldi’s Anvil – You slam your axe into the ground unleashing a freezing wave on all creatures within 15 feet of you, which must make a DC 15 Constitution saving throw. A creature suffers 3d6 cold damage and is restrained for one round on a failed save, or suffers half as much damage on a success.
  • Mists of Helheim – You create a 10-foot-radius sphere of freezing fog centered on you. The sphere spreads around corners, and its area is lightly obscured. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Creatures other than you that move through the area must make a DC 15 Constitution saving throw, suffering 3d6 cold damage on a failed save, or half as much on a success.
  • Frost Giant’s Frenzy – Make three heavy attacks with the Leviathan axe. Each of these attacks deals an additional 2d4 cold damage, and deals 1d4 frost damage to all creatures within 5 feet of the target other than you.
  • Blessings of the Frost – For 2 rounds, the Leviathan axe deals an additional 1d4 cold damage on all attacks.
  • The River of Knives – Creatures on a 20-foot line from you must make a DC 18 Dexterity saving throw, suffering 2d6 cold damage and 2d6 piercing damage and be pushed 5 feet directly away from you on a failed save, or suffer half as much damage on a success.
  • Glaive Storm – Make a thrown attack with advantage against a target within range, then all creatures within 20 feet of the original target are must succeed on a DC 15 Dexterity saving throw or be automatically hit by a thrown weapon attack. The axe returns to you immediately after hitting the last target, damaging creatures between you and the last target as normal.
  • Breath of Thamur – You cast the spell ice storm at 4th level, with a spell save DC of 15, centred on yourself. You do not take any damage from this spell.
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You can probably tell I’ve been playing a lot of God of War, so I really wanted to try my hand at some homebrew for the new game’s iconic weapon, the Leviathan Axe. Due to its innate high power and adaptability, I felt it should be the highest rarity level for a magic weapon, and as it battleaxes have the versatile rule, I felt that’d serve as a good base, which I then gave the thrown property, extended with the line effect to damage creatures other than the main target. As they’re found around the world in-game, I thought doing the runic attacks as Magic Items would be the best way to represent them.

This is my first God of War post, but when I make more you’ll be able to find them here! If you want to support my work, you can make a donation to my ko-fi here, or support me on Patreon here for early access to upcoming content and patron-only design process posts.

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