Anchor & Ice Pick.
Exotic Weapon (Melee)
Special
Special. As a bonus action, you may switch the stance you hold this weapon with between the following options: Melee Stance
Finesse, Two-Handed
On Hit: 1d4 piercing damage. Reach Stance
Finesse, Two-Handed, Reach, Special
Special. While using this stance, you may take the Grapple action on creatures up to 10 feet away from you, and you can roll a Dexterity (Acrobatics) check instead of a Strength (Athletics) check. Ranged Stance
Finesse, Two-Handed, Thrown (20/60)
On Hit: 1 piercing damage, and the target must make a Dexterity saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be pulled to the nearest unoccupied space within 5 feet of you. The target must be no more than one size larger than you. Hit or miss, the weapon is pulled back into your hand after each attack.
A magical variant of this weapon (+1/+2/+3) increases the DC of the Dexterity saving throw by the given amount, as well as the attack and damage rolls. HD concept
Jo wording
Special. As a bonus action, you may switch the stance you hold this weapon with between the following options: Melee Stance
Finesse, Two-Handed
On Hit: 1d4 piercing damage. Reach Stance
Finesse, Two-Handed, Reach, Special
Special. While using this stance, you may take the Grapple action on creatures up to 10 feet away from you, and you can roll a Dexterity (Acrobatics) check instead of a Strength (Athletics) check. Ranged Stance
Finesse, Two-Handed, Thrown (20/60)
On Hit: 1 piercing damage, and the target must make a Dexterity saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be pulled to the nearest unoccupied space within 5 feet of you. The target must be no more than one size larger than you. Hit or miss, the weapon is pulled back into your hand after each attack.
A magical variant of this weapon (+1/+2/+3) increases the DC of the Dexterity saving throw by the given amount, as well as the attack and damage rolls. HD concept
Jo wording
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