Type: Weapon
Rank: A
Range: Short-Long
Chakra Cost: N/A
Damage: N/A
Description: The Leviathan is a two-handed war ax that was forged not in fire, but in frost. The resulting weapon has ice veins running through its wooden handle and metal head. The ax is cold to the touch and when held by someone without an affinity for ice, it can cause their hands to be frostbitten after a turn. The imbued ice affords the weapon several abilities. At will the wielder can passively recall the ax by causing a current of wind to gather around it and boomerang back to their hand. This allows the wielder to use the Leviathan as a throwing ax with ease and it can be effectively thrown up to long range away with the same speed as a kunai or shuriken. The remainder of its abilities must be used as a move in the wielder's turn, and each carry an A-rank, with the accompanying chakra cost and damage if applicable.
- Helheim: The wielder will charge the ax with chakra and then throw it at a target, embedding the ax. The cold of the ax will then seep into the target and freeze it, halting even earth itself. This can be done to freeze a water source, or a mid-range section of earth, locking it in place and preventing its usage for earth techniques. The frozen areas will emit a light fog.
- Wrath of the Frost Ancient: The wielder will channel chakra to the ax head and point the flat of it towards a target. They will then release a concentrated beam of ice, snow, and wind than can freeze a target solid is a matter of moments from long range away. Snow and ice will build rapidly, encasing the target in layer upon layer of the two if they don't quickly avoid it.
- Blessing of Frost: The wielder will channel their chakra into the ice veins throughout the weapon and cause them to glow blue. While active, this allows attacks made through the Leviathan to gain a twenty damage boost. In addition to the thirty chakra points required to activate it, the blessing of frost requires ten chakra points per turn to maintain. This lasts for four turns and can be activated twice per battle, requiring a two turn cool down in between, during which time none of the axe's abilities can be used.