Anchor (5e Equipment)

From D&D Wiki

Revision as of 10:18, 25 December 2020 by SwankyPants (talk | contribs) (Undo revision 1420568 by Vladulenta (talk) yeah, even with a strength requirement this should not be a better greatsword. Also, marinated? Do you know what marinated means? Also no more sneeky 20 ft range.)
Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: Easily acquired (20 gp) 20 ft. of reach hidden in description.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Anchor

Martial Melee Weapons
Weapon Cost Damage Weight Properties
Anchor 90 gp 2d4 bludgeoning or piercing 60 lb. Heavy, two-handed, special

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.

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.

Optional: For DMs looking to add more flavor, inform the player that to become proficient with the anchor with a chain 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!

5.00
(one vote)

Back to Main Page5e HomebrewEquipmentWeapons

Home of user-generated,
homebrew pages!


Advertisements: