Ball & Chain (5e Equipment)
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Ball & Chain Variant
Martial Melee Weapons
|Ball & Chain Variant||50 gp||2d6 Bludgeoning||15 lb.||Heavy, Two-handed, Thrown (range 20/60), returning, special|
A giant sphere of solid metal with 5 points on each point of the sphere with a long, thick chain attached to it.
Attacking. When taking the attack action and targeting further than 5ft away, the wielder must spin the weapon over their head. If the weapon cannot be swung in a 15 foot cube (5 ft. in every direction centered on the wielder) without hitting a wall, ranged attacks with this weapon cannot be made. While doing this, melee attacks against the wielder have disadvantage, but they have disadvantage on Strength and Dexterity saving throws. This is counted as an attack action, and unless they have the Extra Attack subfeature the wielder must wait until their next turn to throw the weapon. When the ranged attack is made, if the ball hits the target takes 1d10 + Strength bludgeoning damage and must make a DC 15 Strength saving throw. On a fail the target is knocked back 5 ft. and falls prone. After the ball is thrown, the user can take a bonus action to pull on the chain, returning the weapon to their hands.
Special. While wielding this weapon, a creature's movement speed is decreased by 25 feet. If a creature has a Strength score of 20 or higher, this property is ignored.