Weapon (greatsword), unknown rarity

(Can only be carried by those it deems worthy or by the will of Fish Jesus)

Favored by the One True God, Fish Jesus, Gillbert was bestowed upon this Anchor (After finding it in a junk heap in the ocean). Gillbert was a Shark variant Locathah who fulfilled the requirements beset upon him and eating high ranking Celestials and Gods, Gillbert transcended to God Hood, meeting Fish Jesus, but he only stares at himself, with no Anchor. Gillbert's transcendence and enlightenment allows Gillbert to realize what he must do.

This anchor looks like an ordinary anchor, even when under the effects of Detect Magic, but the weight of this anchor is in fact so heavy that it pulls the wills and power of other magic items towards and into it.

Due to the infinitely long history behind it, Legend Lore and Identify under Level 6 is deemed useless and ineffective.

Call into the Depths
When holding this Anchor with another magic weapon during a long rest, the original weapon liquefies and adheres and gets absorbed by the Anchor, allowing the Anchor to gain all benefits and properties of the original magic weapon. When the Anchor absorbs a magic weapon, Detect Magic and Identify only reveal the absorbed weapon. If there are more than one weapon that is absorbed that gives the same benefit, the strongest one of them all is pulled into the Depths and is used. (ex. If a Weapon has a +1 property and another Weapon has a +2 property, only the +2 property in used) Whenever the Anchor absorbs a magic weapon, an additional Chain Link is added to the Anchors Butt and the Anchor gains an appearance property of the original weapon, if it has one (ex. If a Blood Spear is absorbed, the tips of the Anchor is covered in blood).

Starting from Zero, for each weapon that requires attunement in absorbed, the Anchor takes up an extra attunement slot. At 10th Level, and 19th Level (and 28th Level if used Epic Characters are used), the Anchors weight increases, causing the attunement slot requirements of the Anchor to decrease by 1, allowing the Anchor to hold one additional attunement weapon before requiring to use attunement slots.

Whenever the true wielder decides to unattune/remove a weapon from the Anchor, it must be completely submerged in water. When unattuning, the water surrounding the Anchor takes the form of the original weapon, and then the magical properties of the original weapon is then transferred and restored to the original weapon. When this happens, the DM shall roll a d20 and on a 20 (Or DM's choice), the Anchors ancient properties copies 1d2 random properties (or DM's choice) of the original weapon. On a 1, 1d2 random properties of the original weapon couldn't handle the strain of the transition the second time and became diluted and unusable, the original weapon regains 1 missing property per 30 days. None of these rolls may be or can be affected by an outside ability or force

Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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: Heavy, Two-Handed, Graze

CasualFriday_2

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