Fortunim

Weapon

Legendary Trial of Chance

Roll the Dice
Whenever you hit a creature with Fortunim, roll a d6 to determine an additional effect:  
  1. Critical Windfall (Good): The creature turns into a pile of gold and jewels upon reaching 0 hit points, worth 5d10 × 10 gold pieces.
  1. Lucky Strike (Good): Deal an additional 4d10 radiant damage.
  1. Jackpot (Good): You gain temporary hit points equal to twice the damage dealt by the attack.
  1. Reversal (Bad): The target is healed for the damage you would have dealt, and you take 2d8 psychic damage.
  1. High Stakes (Bad): Both you and the target take an additional 5d12 necrotic damage.
  1. Fate’s Rebuke (Bad): Your weapon misfires, and you take damage equal to the damage rolled, halved.
Double or Nothing
When you make an attack roll, you can choose to roll twice and take the higher result. However, if both rolls are below 10, the attack backfires, dealing 6d8 psychic damage to you, and you are stunned until the end of your next turn.  

Enhanced Properties

Dice of Destiny
Once per short rest, you can roll a d100 to invoke a massive surge of fate:  
  • 1–15 (Bad): You and all allies within 60 feet take 10d10 necrotic damage. All healing effects are nullified for 1 minute.
  • 16–40 (Bad): The wielder is blinded and deafened for 1 minute.
  • 41–60 (Neutral): Nothing happens; fate balances itself.
  • 61–75 (Good): All allies within 60 feet gain temporary hit points equal to half their maximum HP.
  • 76–90 (Good): Enemies in a 60-foot radius must succeed on a DC 20 Charisma saving throw or become paralyzed for 1 minute.
  • 91–100 (Good): You gain the effects of a Wish spell, but with a 50% chance of a drawback (DM’s discretion).
 

Special Ability: Gamble of the Gods

Once per long rest, you can invoke the ultimate power of Fortunim, taking a daring gamble with fate. Roll a d20:  
  • Natural 20 (Jackpot): All enemies within 60 feet are turned into piles of gold and jewels worth 20d10 × 10 gold pieces each.
  • 19–17 (Good): Enemies in a 60-foot radius take 15d10 radiant damage, and allies gain temporary hit points equal to twice the damage dealt.
  • 16–12 (Neutral): Nothing happens; the gamble balances.
  • 11–6 (Bad): You and all allies within 30 feet take 10d10 necrotic damage, and all healing effects are halved for the next hour.
  • 5–2 (Very Bad): The wielder is disarmed, and Fortunim teleports to a random location within 100 miles. You take 6d10 psychic damage.
  • Natural 1 (Catastrophe): The wielder is instantly disintegrated, leaving behind a single gold coin bearing Lucian’s sigil.

Fortunim, the Gambler’s Axe, is a dazzling weapon of duality, embodying both the blessings and curses of fate. Its double-bladed head contrasts starkly: one blade gleams a pristine white, etched with radiant golden filigree that seems to pulse with divine energy, while the other is a shadowy black, veined with crimson streaks like flowing blood. Both blades shimmer faintly, as though constantly shifting between reality and illusion. The handle is wrapped in deep red leather, accented with gold patterns resembling playing cards, dice, and coins. At its base, a ruby-encrusted pommel glints mischievously, as if inviting its wielder to take a risk. When Fortunim is swung, faint whispers of laughter, cheers, or groans can be heard—remnants of the countless lives it has both saved and destroyed.

Type Damage Damage Range
Martial Melee 1d12 + STR + PROF +3 / 2d8 radiant Slashing 10 ft



Created by

pjmc127.

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