Berserker Axe & Spellcasting

Post date: Aug 14, 2017 10:1:11 PM

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(+1 rare, +2 very rare, attuned)

You gain a bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on Attack rolls with Weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to Attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to Attack the next nearest creature after you fell your current target. If you have multiple possible Targets, you Attack one at random. You are berserk until you start Your Turn with no creatures within 60 feet of you that you can see or hear.

While berserk, if you see a creature (ally or foe) within 60 feet of you at the start of your turn, you move to the closest creature (if multiple creatures are the closest, you randomly choose the nearest creature) and attack that creature. Nothing stops a character from using bonus actions or reactions (including spellcasting), in addition to their attack on the closest creature.

The AL admins have given their unofficial opinion that the attacks you make while berserk are limited to the Attack action and thus cannot be spellcasting (such as booming blade).

Because this is a unofficial opinion, GMs can decide whether they want to allow the Cast a Spell action in place of the Attack action at their tables.