Weapon (greatsword), common

For most sailors, anchors simply serve as a way to keep boats in one place. Some, however, rise far above their shipmates in ability. They are stronger, meaner, and crustier than their compatriots. These are the men and women who cast aside traditional arms and wield the ship's anchor itself in times of conflict, striking fear into all those who gaze upon them.

An anchor with a chain has a reach of 20 feet.

Special. An anchor, although unwieldy, can serve as a makeshift shield due to its shear size and weight. The wielder gains a +1 bonus to their AC while wielding this weapon.

Optional: For DMs looking to add more flavor, inform the player that to become proficient with the anchor with a chain as a weapon, they must serve aboard a pirate or shipping vessel for a month. Throw in plenty of high seas encounters and buy yourself some much-needed time to plan the next story arc!

 

Proficiency with a Greatsword 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.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Notes: Bonus: Armor Class, Damage: Bludgeoning, Heavy, Two-Handed, Graze

thinkDM

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