Chaos Tetherhook
Xanathar's Lost Notes to Everything Else p. 63 (Homebrew),
- Type
- Melee Weapon
- Magic
- Yes
- Rarity
- legendary
- Damage
- 1d8
- Damage Type
- piercing
- Properties
- alcance, especial, a dos manos, cuerpo a cuerpo
Description
A tetherhook is a hook attached to a chain or strap.
When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest.
Chaos Weapon Effects:
| d20 | Effect |
|---|---|
| 1 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 2 | A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell. |
| 3 | Until the end of your next turn, you have advantage on attack rolls with this weapon. |
| 4 | You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute. |
| 5 | Your attacks with this weapon deal an additional 1d8 radiant damage. |
| 6 | Your weapon casts entangle on the next creature you hit with it before the end of your next turn. |
| 7 | Instead of rolling, treat the result of this weapon's damage dice as 1 until the end of your next turn. |
| 8 | You gain a +3 bonus to attack and damage rolls made with this weapon. |
| 9 | You gain a -2 penalty to attack and damage rolls made with this weapon. |
| 10 | You gain a +1 bonus to attack and damage rolls made with this weapon. |
| 11 | You gain a -1 penalty to attack and damage rolls made with this weapon. |
| 12 | You gain a +2 bonus to attack and damage rolls made with this weapon. |
| 13 | You gain a -3 penalty to attack and damage rolls made with this weapon. |
| 14 | Instead of rolling, treat the result of this weapon's damage dice as the maximum result until the end of your next turn. |
| 15 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 16 | Your attacks with this weapon deal an additional 1d8 necrotic damage. |
| 17 | You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute. |
| 18 | You are surrounded by a faint, ethereal music for the next minute. |
| 19 | A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself. |
| 20 | Roll twice on this table, gaining both effects. |
Special: Hookpull. As a bonus action immediately after you hit a target no more than one size larger than you with an attack using the tetherhook, you can attempt to hook the target using the tetherhook's reach. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is hooked and can't move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A hooked creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. As part of the bonus action to hook the target, and as a bonus action on any of your subsequent turns while it remains hooked, you can pull the creature 5 feet closer to you. If the target is an object that isn't fixed in place and that weighs less than your push, drag, or lift capacity, you can pull it 5 feet closer to you as a bonus action after you hit it with an attack.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Two-Handed: This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.