Speartember Day 11 - Pirate
Weapon (halberd), very rare (requires attunement)
The Abyssal Anchor is the signature weapon of Captain Selene "Black Anchor" Thallas, leader of the pirate fleet The Red Leviathan, which prowls the eastern coast of Ortus, particularly around the Oumia Archipelago and the Farima Ocean. This weapon possesses a unique magical ability to manipulate gravity, crushing foes beneath its immense weight and slowing down anything it touches. Records suggest the weapon is a modified version of a traditional tool used by tribes from the Grinding Sea, originally designed to hunt large sea creatures. By increasing the creatures' weight, it prevented them from escaping, allowing hunters to close in for the kill. Captain Selene has repurposed this deadly magic against ships, anchoring them in place for easy plunder. Contrary to rumors, Selene didnβt steal the weaponβshe brought it with her from her homeland, where she once hunted leviathans herself.
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You gain a +2 bonus to attack and damage rolls made with this magic weapon. The Abyssal Anchor has the thrown property, with a normal range of 30 feet and a long range of 90 feet. As a bonus action, you can double this range until the end of your turn. When you throw the weapon, a magical chain extends from it, allowing you to retrieve it as a free action, provided it is not embedded in a target.
Hull Breaker. The Abyssal Anchor deals an extra 1d8 force damage on a hit, or 2d8 force damage if the target is Large or larger. When you hit an object, structure, or vehicle with this weapon, the damage is doubled.
Deadweight. When you hit a creature or object with a ranged attack using the Abyssal Anchor, you can activate this feature to force the target to make a DC 17 Dexterity saving throw. On a failed save, the weapon becomes embedded into the target, causing the target to suffer the following effects:
The target's speed is halved.
The target has disadvantage on Dexterity saving throws and Dexterity checks.
The target can't move farther away from you unless it succeeds on a DC 17 Strength saving throw. On a failed save, they canβt move further away until the start of their next turn.
Additionally, at the start of each of the target's turns, and whenever any creature starts its turn within 10 feet of the weapon or enters the area for the first time on a turn, the creature takes 2d8 force damage.
While the weapon is embedded in a target or object, you can't make attacks with it. The target or any creature within 5 feet of the weapon can use its action to attempt to remove it by making a DC 17 Strength check. On a success, the weapon is pulled free. Alternatively, you can use a bonus action to retrieve the weapon. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
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