Weapon (sickle), artifact

The Anchor of the Mists is a large bladed weapon that curves around nearly in a circle, ending in a wicked hooked point.  Below the handle, there is a ring that looks like it could be attached to a rope or chain.  While using the rounded side of the Anchor of the Mists as a weapon, it acts as a +3 sickle.

If you instead stab into a creature with the fishhook point, the target can make a Dexterity saving throw with the DC equal to your attack roll.  If they succeed on the saving throw, if they are not sufficiently evil for the Anchor's magic to engage, or if they are not on a plane that borders the Shadowfell nothing happens and regardless of how accurate the attack appeared to be the hook does not find purchase on them.

Otherwise, they are caught on the hook and a chain made of mist appears attached to the loop at the end of the handle.  While hooked, the creature is prevented from using any method of extradimensional movement, including teleportation or travel to a different plane of existence.  Immediately upon being hooked and at the end of each of its turns the creature must make a DC 21 Athletics check.  This ability check is made at disadvantage if the creature is restrained, and it automatically fails if it is incapacitated.  If it succeeds three times, the hook is pulled free (dealing 3d12 slashing damage) and cannot be used on that creature again for 24 hours.

If the creature fails the save three times, they are covered by an ever-increasing tangle of misty chains.  The creature is considered petrified and cannot be moved or destroyed in any way while the Anchor's magic is unleashed.  The Anchor itself drops to the ground once the creature is covered in chains, and changes into a Dread Hook.

Dread Hook (Very Rare)

This +3 sickle acts as a Mist Talisman that guides holders to the domain that was created with it.  If used as a weapon against that domain's Dreadlord, it ignores all damage resistances and immunities.  The Dread Hook also has some minor effects, determined by the nature of the domain created with it.

 Over the next ten minutes, chains begin snaking out across the landscape.  Only creatures that had touched the Anchor of the Mists prior to its use or which have truesight can perceive them in any way.  Once ten minutes have elapsed, the chains will have formed a wall of mist all around the area - this could be a town, an island, a large section of the countryside - it will typically have some logical borders, but there is no way to know ahead of time precisely where the wall of mist will form.  It is virtually guaranteed to include the immediate area that was controlled by or under the influence of the hooked creature as well as their cohorts.

As soon as the wall of mist has formed, the entire area inside is ripped from the Material plane and becomes a Domain of Dread hidden away in the borders of the Shadowfell.  The hooked creature becomes the domain's Darklord.  Everyone in the domain (including the Darklord) immediately forgets the circumstances surrounding their arrival and consider any altered laws of the new reality to be completely normal.

Domains of Dread

Each domain is its own demiplane, isolated from all other planes including the Material Plane. No spell—not even wish—allows escape from the Domains of Dread. Spells such astral projection, plane shift, teleport, and similar magic cast for the purpose of escaping a domain simply fail, as do effects that banish a creature to another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the Etherealness feature of ghosts, is the exception to this rule. A creature that enters the Border Ethereal from a domain is pulled back into the domain it left upon leaving the Ethereal.

For the purpose of spells whose effects change across or are blocked by planar boundaries (such as sending), each domain is considered its own plane. Magic that summons creatures or objects from other planes functions normally, as does magic that involves an extradimensional space. Spells cast within an extradimensional space (such as that created by Mordenkainen’s magnificent mansion are subject to the same restrictions as magic cast within a domain.

 

Proficiency with a Sickle 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.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: Bonus: Magic, Damage, Combat, Light, Nick

Previous Versions

Name Date Modified Views Adds Version Actions
10/18/2021 4:38:22 AM
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Item Tags: Damage Combat

SOdhner

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