Open main menu

Dungeons and Dragons Wiki β

Royal Knight Greataxe (3.5e Equipment)

Homebrew.png
Author: Eiji-kun (talk)
Date Created: 10-13-16
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Royal Knight Greataxe

Exotic Two-Handed Melee

Cost: 200 gp
Damage (Small): 1d12
Damage (Medium)1: 3d6
Critical: 20/x3
Weight2: 16 lbs
Type3: Slashing
HP4: 10
Hardness: 10

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Used by the elite royal knights in the homeland where these were developed, these massive greataxes were designed to fell titanic demons which boiled up from under the kingdom's land. For those with Martial Weapon Proficiency they may use this as a greataxe, including for damage. However those with the appropriate Exotic Weapon Proficiency benefit not only from the enlarged damage and longer shaft, but several key weapon arts.

The royal knight greataxe has reach. Unlike most weapons with reach it can still hit adjacent targets, but at a -2 penalty to hit.

You may use the following abilities:

Grand Upper: As a full attack action you may make a single attack, and gain a free bull rush as part of the attack. You knock the target straight up and do not follow up. If they hit an obstruction overhead or fail a Fortitude save DC 10 + 1/2 BAB + Str modifier, they fall prone at the end.

Poisebreaker: If you are in a war cry state, you can choose as a free action at the beginning of your turn to take a -4 penalty to AC for 1 round. In return, your attacks ignore the creature's shield bonus. If the attack is a critical threat, they are rendered staggered for 1 round.

War Cry: As a move action you bolster your strength, gaining double Strength to damage instead of Strength and a half for the next 3 rounds. After war cry ends, there is a 1 round cooldown before you can use this again.

Wide Sweep: As a standard action, you may attack in a wide sweep making a single attack against all targets in a semicircle out to your reach + 5 ft. You can also choose to move 10 ft before, during, or after the attack is made.



Back to Main Page3.5e HomebrewEquipmentWeapons

Eiji-kun's Homebrew (5654 Articles)
Eiji-kunv