The Lost Anchor: One-Sided. (Patreon)
Content
Greetings All!
This is a combination of a submitted, an original, and a leveling up for legendary.
Growing from the utility in submittal stages and adding a key feature (with some input from the discord editors) I enjoyed expanding it for a higher level of play. I ended giving several nods back to the first one shots I ran in 5e. It was for a sky-crew on the ‘Bloody Horizon’ with a half ogre that used a broken anchor. While it was more tongue in cheek, it is still held in high regard by all of us involved.
This would find itself at home at any sea faring campaigns as well as offering a ranged option to a melee expert. Adding charges to it in the future might be an option, but I am enjoying it as a powerful utility over a DPS.
Thoughts are very welcome and I hope you like it as much as I enjoyed adapting it!
Updates: Art Touches, Grammar Fixes.
I hope you enjoy this one! Truly, as always and ever sincerely, Thank You.
- Hos (Dungeon Scribe)
Description:
This massive construct of heavy iron and age has seen countless years beneath the sea. Inscribed upon the sides in still delicate and legible font is a proclamation of its origins, the ship known as the Bloody Horizon. How this broken anchor became separated from such a fabled ship is still unknown. As for what this crude piece of heavy metal can do in the right hands? Now that is known far and wide.
Tabs:
- The user gains +1 bonus to Attack and Damage Rolls made with this weapon. While Underwater this is increased to a +3 bonus.
- Saltborn: The user and any creature of their choosing within 10ft benefit from the effects of the Water Breathing spell and have a swimming speed equal to their movement speed, if not already faster. If the creatures leave the radius, they lose these benefits.
- Free as the Sea: As an Action, the user can cast the Freedom of Movement spell, targeting themselves once per Long Rest.
- Fling: As an Action, the user hurls the anchor in a 60ft straight line. All creatures within its path must make a DC:17 Dexterity saving throw. On a failure, the creature takes 3d6 Bludgeoning damage and is Knocked Prone. On a success, they take Half damage and are not knocked prone. Once used, the anchor returns to the user’s hand and this feature cannot be used again until after a Long Rest.
- Haul Anchor: As a Bonus Action, when Fling is used. The user can make a grappling check against one of the targets, if the target failed the save, they make this check at disadvantage. If grappled, the user can choose to pull the target to an open space within 5ft of them, or move themselves to an open space next to the target.
Me Hearties: The user gains Advantage on Wisdom Checks to predict the weather or detect hazards on the open sea.