Lore: Long before the creation of portals and realms bleeding into one another became a common occurrence, only deities of tremendous power and innumerable followers enjoyed the luxury of travelling between realms. For everyone else, mortals and immortals alike, the realms were bound tightly by chains, all of which led to a singular Anchor that held every realm in place, anchored deep within the Abyss.
For eons, this truth remained unchanged until a great deity of freedom and the sea decided otherwise. Enamored with her paramour from another realm, she wished to bring him to her home. She swam deep into the cold and boundless Abyss in search of the Anchor and she found it. After defeating the guardians who were tasked to protect it and severing it from its chains, she returned to the realm of her paramour.
The gods, enraged by her actions, chose to punish her lover instead. They split his soul into a thousand fragments before scattering them across a thousand different realms. She now spends her eternal life travelling the oceans of countless realms, searching for the scattered pieces of her lover's soul, while carrying the Abyssal Anchor with her.
In one of such voyages, she stumbled across Broxic Mustwashands selling marijuana to depressed orcs on an island. After some headbutting, he subsequently challenged her to a gambling match. She bet the anchor and lost without much protest as the anchor now was little more than something which only served to remind her of her failures.
Description: The anchor being semi-sentient changed its form ever after being discharged from its primary duty. While being charged with holding realms in place it was a monolith made of pure force energy, the size of a sun. After being stolen by a pirate deity it started looking like a staff made of driftwood with elongated blades and a singular skull with one ruby eye, holding a severed chain and a hook towards its end, secured with rotten ropes.
Details: +2 weapon or caster attunement, deals an extra 1d6 psychic damage. The saving throw DC's of damaging abilities in the weapon's text gain the +2 bonus from the weapon, as well as the d6 additional damage.
The Anchor has 10 charges and regains 1d6 + 4 charges daily at midnight.
Spells. While holding the Anchor, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: acid arrow (2 charges), blight (4 charges), darkness (1 charge), fog cloud (1 charge), or wall of force (5 charges).
Consume Light. You can expend 1 charge as an action to extinguish any light sources of your choice that you can see within 120 feet of you.
Fire Immunity. When you take fire damage while holding the Anchor, you can expend 1 charge as a reaction. You gain immunity to fire damage until the start of your next turn, including against the triggering effect.
Once a day, if the wielder is reduced to 0 Hit Points, the Abyssal Anchor immediately animates (using the stats of an Animated Broom) to protect them. The weapon acts on the wielder's initiative. If the animated weapon is reduced to 0 Hit Points or if its wielder regains consciousness, it becomes inanimate once more.
Proficiency with a Quarterstaff 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.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Sorcerer Spell Attacks, Bonus: Sorcerer Spell Save DC, Melee Weapon Attack: Psychic, Bonus: Melee Weapon Attacks, Immunity: Fire, Damage: Psychic, Damage: Psychic, Requires Attunement by Broxic Mustwashands or a God of Sea or Abyss, Versatile, Topple
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