Weapon (maul), artifact (requires attunement by a Requires 2 hp worth of blood every 12 hours.)

World Anchor: A heavy metal maul shaped like an anchor, triple prongs sticking out from the tip. A mysterious power seems to emanate from its frame, as if the weapon was somehow more present in this world than anything should be.

Grounded: The wielder cannot be teleported, teleported to, or banished otherwise magically moved in any way unless they are willing. The wielder can also bestow this effect to up to two other people per long rest.

Great Anchoring: Can be used to force a target to exist only on the plane that the wielder is on. Can be used once every day. Effect last 5 turns.

      1. Incorporeal targets such as ghosts can be damaged with normal weapons.
      2. Afflicted targets cannot move with magical effects, such as Blink, Planeshift, Teleport, Thunderstep, etc.

Proficiency with a Maul 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: Damage: Bludgeoning, Requires 2 hp worth of blood every 12 hours., Damage, Combat, Heavy, Two-Handed, Topple

Item Tags: Damage Combat

Boxxy_The_Box

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