An old and partially rusted anchor, once attached to the chain of a ship wrecked in a strange and sudden storm. Something about this anchor makes you weary...
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Safe Tidings. While attuned to this weapon, you cannot be surprised, and have advantage against being charmed, frightened, or intimidated.
Torrent. As an action, you imbue this weapon with the wrath of the ocean and throw it, rolling as if it were a normal melee attack at a range of 15 feet. On a hit, the target takes 1d12+6 damage. Hit or miss, the anchor bursts in a thunderous blast. The target and each creature within 10 feet of it must succeed on a Dexterity saving throw (DC 16) or take 3d8 thunder damage and be knocked prone. On a successful save, the creature takes half damage and is not knocked prone. This attack does not activate Drink and Drown. This weapon is then pulled back to your hand.
Drink and Drown. Whenever you damage a creature with this weapon, that creature must roll a Constitution saving throw, the DC of which starts at 16 and grows by 1 each time it fails. On a failed save, this weapon drains the target's Strength score and temporary transfers it to the wielder, up until a maximum of 25 Strength. This feature lasts until the end of combat. Creatures brought to 0 strength by this feature are slain.
If the wielder reaches 25 Strength using this weapon, you gain various boons. Barnacles and kelp grow on this weapon's exterior, granting it an additional 2d6 cold damage per hit. At the start of each of your turns, you regain 10 hit points, which can go over your maximum and turn into temporary hit points. Also, you gain the Frenzy ability from the Barbarian subclass Berserker, ignoring the exhaustion in exchange for later drawbacks. Following the next long rest, the wielder must make a Constitution saving throw (DC 16). On a fail, the weapon's hunger remains unsated and saps the wielder's own Strength score. Roll a d4 and add the number of times you used the bonus action attack granted by Frenzy. Your Strength is then instantly lowered by the sum.
Cold Sentience. This anchor is a sentient, chaotic evil weapon with an intelligence of 16, a wisdom of 12, and a charisma of 18, imbued with the drowned souls of the dead. It has hearing and darkvision out to a range of 60 ft. This weapon can understand abyssal and common, and can communicate with anyone who's wielded it telepathically. While you are attuned to it, the Anchor of the Drowned also understands every language you know. When the wielder rests for the night, their dreams are filled with visions of dark depths, voices calling out to you from the deep.
Proficiency with a Greataxe 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.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Replace Damage Type: Bludgeoning, patron of the seas, Damage, Buff, Debuff, Combat, Cursed, Sentient, Heavy, Two-Handed, Cleave
Previous Versions
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