Weapon (greataxe), varies (requires attunement by a 16 STR, Level 5 or higher)

WEAPON LORE INCOMING IN V2.

Story Requirements, PC should ideally have some relation or connection to an ocean or sea.


This particular anchor still has the chain attached, though if one not attuned to the weapon attempts to grab the chain they receive 2d6 psychic damage. The chain is attached to the soul of the wielder allowing them to summon it back to them as a bonus action as long as the item is within 60 ft of them. 

Properties: Heavy, Two-handed
Weight: 30 lbs
Trait:
Jealous, the Sea is a Jealous wench, and if the person attuned to the weapon attempts to wield another weapon the Anchor will unattune and need to be persuaded to join with the character once more with increasing difficulty. Persuasion Checks are (10/15/30), after the third time it will refuse and curse the player if it attempts to touch it.

The Anchor of the Deep has a unique quirk, it grows with the wielder whose soul it is attached to.

  • 5th - Attack +1, Damage 1d12+1 Bludgeoning 
  • 9th - Attack +2, Damage 1d12+2 Bludgeoning 
  • 13th - Attack +3, Damage 1d12+3 Bludgeoning 
  • 17th -  Attack +3, Damage 2d6+3 Bludgeoning 
  • 20th -  Attack +3, Damage 3d6+3 Bludgeoning 

Using an Athletics check to see how far the anchor can be thrown, the wielder may throw the Anchor at an enemy, if the attack is a hit they may then pull themselves to the target as an action without provoking an attack of opportunity. Attack rolls for using the Anchor of the Deep as a thrown weapon work the same as when it is used for melee attacks.

  • DC 10 - 10 ft and 1d6 Bludgeoning damage 
  • DC 15 - 30 ft and 2d6 Bludgeoning damage
  • DC 20 - 60 ft and 3d6 Bludgeoning damage

A second option, when the Anchor of the Deep is away from the wielder is to pull the anchor back to the wielder instead of going to it. All creatures on the ground in a straight line between the Anchor and the wielder must make a Con Save versus the distance thrown DC.

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


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Notes: Charmed, 16 STR, Level 5 or higher, Damage, Communication, Movement, Utility, Combat, Sentient, Heavy, Two-Handed, Cleave

Item Tags: Damage Communication Movement Utility Combat Sentient

Esmari

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