This heavy steel anchor and length of chain perpetually feels slightly-damp, and smells faintly of salt, as if touched by sea-mist, though it leaves behind no actual moisture on surfaces or objects.
On a successful hit, instead of dealing damage, one may use their Bonus Action to bind the target with the chain, leaving them restrained. However, this forces the attacker to move into melee range of the opponent, and they cannot attack a different target with the Anchor unless the first target is released, requiring the use of a second Bonus Action.
Additionally, 2 times per day, resetting at dawn, the attuned user may cast Spirit Guardians at 3rd level with a Spell DC of 10 + Proficiency. This increases to 3/day if the user is currently on a non-docked boat or has traveled on one for no less than 24 hours within the past week. Spirits manifest as spectral pirates in tattered garb, damage type dealt is Psychic. Also, for this spell the Concentration is considered not affected by Rage.
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: Damage: Bludgeoning, Weapon Property: Reach, Weapon Property: Heavy, Sailor Background, Damage, Control, Combat, Sap
Comments