The Random Axe of Kindness has a +1 bonus to attack and damage rolls. Additionally, when you hit with an attack, you can use a bonus action to expend 1 of its charges on the target of your attack. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the Axe, the spell's save DC is 15. The Random Axe of Kindness has 5 charges, and regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the weapon looses all magical properties.





d100 Effect 01-15 You are stunned until the start of your next turn, mortified that you were so mean to another creature. 16-30 The clouds part and sunlight pours down in a 15ft radius around the creature for the next minute. A beautiful double rainbow arcs across this ray of sunshine 31-45 A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 46-60 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, 1d6 sheep appears; on a 26–50, 1d6 weasel appears; and on a 51–100, a badger appears. 61-75 A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Wisdom saving throw or become charmed for 10 minute. While charmed in this way, the creature is under the effects of calm emotions, becomes nonviolent, and treats you as a casual friend. If you or an ally harms a creature charmed in this way, the creature can repeat the saving throw, ending the effect on itself on a success. 75-90

2d4 × 10 gems, each worth 1gp bursts forth from the blade of the Axe and fall to the ground. If the gems are split equally among all creatures who witness this occur, you gain 1 luck point, which can be used to give yourself advantage on any ability check, attack roll, or saving throw. 91-100 The target must succeed on a DC15 Wisdom saving throw or become charmed for the next day. While charmed in this way, the target is compelled, as if through compulsion, to move in a random direction and, similar to suggestion, perform some act of service for the first stranger they encounter. The target will not put themselves in danger to complete this task, but makes every effort as though a close friend had asked for help. After completing this act of service, the charm ends. The target can repeat the saving throw at the end of every hour or if they suffer damage.



Proficiency with a halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Magic, good or neutral aligned creature, Damage, Control, Utility, Combat, Deception, Heavy, Reach, Two-Handed