Beserker Axe

This axe found by the sorcerer, Oto within the home of Orym the artificer, in Artemis Cove, was then gifted to the barbarian, Carban Fistskin, This weapon while being on par with his currently being upgraded weapon, was able to increase the barbarians longevity in combat. Carban immediately claimed the weapon, unbeknownst to him the weapon had another side effect upon the weilder. Once inside combat if struck if the weilder could not gain control over the powerful weapon, they would be blinded by rage and attack anyone close to them. This unfortunately happened to Carban Fistskin often, ending up attacking other members of the party during numerous encounters. Oto, after a tough encounter due to the combination of the axe and the sword of vengeance, against a cyclops, when Carban was unaware tried to dispose of the weapon by casting into the deep ocean.
Unfortunately Carban was able to claim the weapon again by praying to Ares to return it to him, Ares granted this in exchange for the Battle trophy from the Cyclops battle, revealing that the axe had been intentionally been given to Carban in the first place and disguising it working the cyclops trophy into the new design. Carban continued to use the axe to the party's disadvantage until, on the way back from the lighthouse Oto on the Iron Hind, was able to take the axe and cast it into the Ocean once again. As far as is known Carban has been unable to claim the axe since as Carban left the party's company shortly after. The power of Ares still waiting to be channeled within
Bereserker Axe
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point 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.