Yggdrasil's Anchor is a massive maul said to be forged from a branch of Yggdrasil, the mythical World Tree. The handle is crafted from ancient wood, gnarled and warm to the touch, wrapped with thick roots and vines that pulse with life. The head of the maul is made from living stone, carved with runes that glow faintly green, and its weight feels as if it's imbued with the power of the earth itself. The maul is also slightly warm, as though life flows through it, and when wielded, it feels like holding a piece of raw, primal power.
Primordial Force - Yggdrasil's Anchor grants a +3 bonus to attack and damage rolls made with it. When you hit a creature with the maul, the creature takes an additional 2d12 force damage.
Earthshaker - As an action, you can slam Yggdrasil's Anchor into the ground, creating a tremor in a 30-foot radius. Each creature of your choice in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone and take 4d8 bludgeoning damage. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. This ability can be used three times per day, recharging at dawn.
Rooted Resilience - While attuned to the maul, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, as the power of Yggdrasil shields you. Additionally, you cannot be moved against your will while standing on the ground.
Verdant Regrowth - Once per long rest, you can plant the maul's head into the ground as an action, drawing on the life force of Yggdrasil to heal yourself and your allies. Each creature of your choice within a 30-foot radius regains 8d10 hit points, and any poison or disease affecting them is removed. Additionally, all plant life in the area flourished, blooming with vibrant flowers and lush growth for the next 24 hours.
Nature's Wrath - Yggdrasil's Anchor allows you to channel the fury of the natural world. When you score a critical hit with this weapon, thick roots and vines erupt from the ground to entangle your target. The target must succeed on a DC 18 Strength saving throw or become restrained by the roots. While restrained, the creature takes 2d6 bludgeoning damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns to free itself.
Yggdrasil's Call
Once per day, as an action, you can invoke the full power of Yggdrasil through the maul, calling upon the primal forces of the World Tree to aid you in battle. For the next minute:
- You gain advantage on all attack rolls made with Yggdrasil's Anchor.
- Each hit deals an additional 2d12 radiant damage.
- You gain temporary hit points equal to half of the radiant damage dealt with each hit.
After the duration ends, the maul's power wanes, and you cannot use this ability again until the next dawn.
Sentience and Personality
Yggdrasil's Anchor is a sentient weapon with an Intelligence of 14, Wisdom of 18, and Charisma of 16. It communicates telepathically with its wielder in a calm, ancient voice and understands Common, Elvish, Druidic, and Sylvan. Yggdrasil's Anchor sees itself as a protector of the natural order and values balance above all else. The maul will not tolerate unnecessary destruction or harm to natural places and creatures. If its wielder causes intentional harm to nature, the maul may choose to withhold some or all of its powers until atonement is made. It is deeply empathetic toward those who defend and honor the natural world, and it may offer wisdom to its wielder to protect the balance of life and death.
Curse of the World Tree
If Yggdrasil's Anchor is ever used to harm the World Tree or a sacred place of nature, the maul will break itself and cannot be repaired by any means. The wielder will also be cursed, gaining vulnerability to all damage types until the curse is lifted by a deity of nature.
Being attuned to Yggdrasil's Anchor grants the wielder proficiency with mauls to wield this weapon effectively.
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: Bonus: Magic, Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Proficiency: Maul, Barbarian, Druid, or Ranger, Damage, Combat, Heavy, Two-Handed, Topple
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