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### Chained Anchor ###### Martial Melee Weapons | Weapon | Cost | Damage | Weight | Properties | |:---:|:----:|:----:|:----:|:----:|:----:|:----:|:----:|:----:|:----:| | Chained Anchor | 135gp | 2d6 bludgeoning or piercing | 60lb | Heavy, special, two-handed | ___ For most sailors, anchors simply serve as a way to keep boats in one place. Some, however, rise far above their shipmates in ability. They are stronger, meaner, and crustier than their compatriots. These are the men and women who cast aside traditional arms and wield the ship's anchor itself in times of conflict, striking fear into all those who gaze upon them. This particular giant anchor comes with a chain, which is used by the most powerful of sailors to destroy and immobilize people and boats alike. ___ ***Special.*** An anchor, although unwieldy, can serve as a makeshift shield due to its shear size and weight. The wielder gains a +1 bonus to their AC while wielding this weapon. In addition, as a bonus action, you can switch between swinging the anchor by its chain or using the anchor like a hammer. * While swinging the anchor from its chain, it deals 1d12 damage but has the reach property and you can make grapple checks with reach. If you have a creature grappled in this way, using a bonus action to choke up on the chain allows you to pull the grappled target 5 feet directly towards you. * While gripping the anchor and swinging it like a hammer, it loses the reach property and deals 2d6 damage. ___ ***Expensive.*** A character can never gain this weapon as starting equipment from their class unless starting at levels 6 or higher. ___ **Optional:** For Dungeon Masters looking to add more flavor, inform the player that to become proficient with the chained anchor as a weapon, they must serve aboard a pirate or shipping vessel for a month. Throw in plenty of high seas encounters and buy yourself some much-needed time to plan the next story arc!