Weapon (flail), very rare

A mace that functions completely normally. The flail end is made of a hook shaped barb, with a red stained wood handle and a hand carving of a signature from a distant fisherman's guild.

However, if the user is proficient in both flails and one of (survival, nature, animal handling), they may do the following:

Once per short rest, you may use your bonus action if in combat, or at any point out of combat, while standing at least 15ft away from a body of water that would reasonably house fish, throw the hook of the flail into the water. If you do this, you roll a 1d6 and add the following affect:

On a 1, you did not get a bite and your weapon gets caught underwater, and you may not use an attack action on that turn

On a 2, you did not get a bite

On a 3, you catch a puffer-fish, and your weapon deals an additional 1d8 piercing damage. Any creatures you hit with the flail must succeed a DC11 CON save or take 1d4 necrotic damage at the end of each of their next 3 turns.

On a 4, you catch a lionfish, and your weapon converts from the flail's usual damage type, into magical poison damage. Additionally it deals an additional 1d6 poison damage, and hit targets must succeed a DC14 Dex save to dodge the barbs of the lionfish, and are otherwise poisoned until the end of their 2nd turn of being poisoned

On a 5, you catch an electric eel, and your weapon converts from the flail's usual damage type, into magical lightning damage. Additionally it deals an additional 1d10 lightning damage, and has its range increased by 5ft.

On a 6, you catch a giant stingray, and your weapon gains an additional 1d12 piercing damage and has its range increased by 10ft.

If you catch a fish, you may not attempt to cast using the flail until you complete a short rest. Additionally, a caught fish is only attached to your flail for 10 turns (1 minute), or until you successfully make an attack with it three times, whichever comes first. When this happens, the fish is considered unrecoverable and may not be collected, unless your DM allows it.

You may also use a bonus action to take the fish off of the flail before it naturally detaches.

This flail CAN act as a regular fishing rod, but any skill checks made to use it as such are made with disadvantage as it was not inherently designed to do so.

"Davey says he once wrestled a tiger shark,

Lying drunk can't even catch a sardine."

 

Proficiency with a Flail 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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Sap

Cm2_Slane

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