The Anchor of Frigid seas does 4d6 Bludgeoning damage. When the weapon is wet it does an extra 1d4 cold damage. With a reach of 10ft
You gain a +3 bonus to attack and damage rolls made with this magic weapon against fire related enemies, such as Azer, Efreeti, Fire Elementals, etc., and metal related monsters such as, Animated Armor, Metal golems, etc.. Against Metal enemies the weapon oxidizes them slowing them down and making them more brittle, it halves their speed and they take and extra 2d4 of damage when attacked by any physical weapon.
This weapon can be thrown at an enemy up to 30ft away from the character and reeled back using a chain on the end of its handle. When an enemy is hit by the thrown anchor they must make a DC14 acrobatics save, if succeeded they take 1d12 Bludgeoning damage, if failed they take 2d12 bludgeoning damage and is knocked prone and grappled. Once grappled the player character can reel the enemy towards them so then the whole party can wail on them.
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: Speed Reduction: Impose, Replace Damage Type: Bludgeoning, Prone, Grappled, Weapon (Anchor of Frigid Seas), Legendary (requires attunement), Damage, Control, Combat, Heavy, Two-Handed, Graze
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10/9/2023 4:31:34 PM
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Posted Oct 9, 2023It says the correct stats in the description