The Toilet Plunger Polearm of Suction Strikes

Tavern Armory

What Ye Need to Know

The weapon: Toilet Plunger Polearm of Suction Strikes
Weapon type: +1 magic halberd
Rarity: Rare
Attunement: Required
Best users: Fighters, paladins, barbarians, and Strength controllers
Combat role: Reach damage and limited magical grappling

This absurd +1 halberd replaces its axe head with a red rubber plunger backed by a steel spike. It holds three suction charges, regained each dawn. After hitting a Large or smaller creature within 10 feet, ye may spend a charge to plunge it. The target is grappled by magical suction, its escape checks are made with disadvantage, and ye must keep both hands on the weapon and remain within 10 feet. The grapple ends if either condition fails or the target escapes against DC 15.

A Strange Addition to the Rack

When the Polearm Sticks the Landing

The haft is black ash, the fittings are practical steel, and the head is a broad crimson toilet plunger. Every veteran warrior who sees it laughs exactly once.

Then the plunger strikes a breastplate, seals with a thunderous THWOP, and leaves the victim tethered to a very serious polearm master.

The Toilet Plunger Polearm of Suction Strikes is an original Mike's Tavern D&D 5e weapon. It combines the reach and damage of a +1 halberd with a limited magical grapple. The suction is stronger than an ordinary grab because escape attempts have disadvantage, but it consumes charges, both hands, proximity, and the wielder's control of the weapon.

Magic Weapon Statistics

Toilet Plunger Polearm of Suction Strikes

Weapon TypeHalberdHeavy, reach, two-handed
Magic Bonus+1Attack and damage rolls
Escape DC15Athletics or Acrobatics
ControlGrappleLarge or smaller
Charges3Regain at dawn
AttunementYesRequired by wielder

Formal D&D 5e Item Rules

Weapon (halberd), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic halberd.

Suction Strike. The halberd has 3 charges and regains all expended charges daily at dawn. Once per turn, immediately after you hit a Large or smaller creature within 10 feet with the halberd, you can expend 1 charge to press the plunger against it. The creature becomes grappled by you. This grapple has an escape DC of 15.

While grappled this way, the target has disadvantage on any ability check it makes to escape. On its turn, it can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC, ending the grapple on a success.

You must hold the halberd with both hands and remain within 10 feet of the target to maintain the grapple. The grapple immediately ends if you release either hand, become incapacitated, move more than 10 feet away, plunge another creature, or the target is moved more than 10 feet from you. The suction does not pull either creature, restrain the target, prevent teleportation, or stop forced movement.

Strong Suction, Real Commitments

Why This Grapple Has Handles

The halberd is useful before suction enters the encounter. A +1 bonus, reach, and a d10 damage die make it a dependable martial weapon.

A grapple reduces speed to zero, which can stop an enemy from reaching a vulnerable ally or escaping a hazard. Disadvantage on escape checks makes the suction meaningfully stronger than a routine grab. That strength is balanced by three daily charges and several ways to break the tether.

The wielder cannot release a hand, switch weapons, climb freely, or move beyond 10 feet while maintaining suction. Forced movement can separate the pair and end the grapple. The target is not restrained, so attacks against it do not automatically gain advantage.

This is battlefield control, not a one-weapon prison. The best use follows the principles in the Tavern's guide to position, timing, and target choice.

Best Wielders

Who Should Carry It

Fighters

Strength fighters have the accuracy, armour, and positioning tools to maintain a tether. Extra Attack remains useful after the grapple begins because the wielder can keep attacking with the halberd while holding it in both hands.

Paladins

A paladin can pin a dangerous enemy inside an aura or away from weaker allies, then threaten it with ordinary halberd attacks and smites.

Barbarians

Rage supports the Strength-based identity and helps the barbarian survive beside the captured target. The fixed escape DC does not use the wielder's Athletics modifier, so advantage on Strength checks does not raise it.

Build Around the Gimmick

Character-Building Guidance

Prioritize Strength for attacks and damage, then Constitution for the durability needed to hold position. Heavy armour or a barbarian's defences help because maintaining suction keeps the wielder near the target.

The halberd requires two hands to attack, and Suction Strike explicitly requires both hands to maintain. A shield is not compatible with the active grapple.

Reach-oriented feats and opportunity-control features can complement the weapon, but read each trigger carefully. The magical grapple does not drag the target into range or grant free movement. Good control still depends on the party's teamwork.

Plunge the Creature That Needs to Stay Put

Suction Strike Tactics

Anchor Mobile Threats

Use suction on skirmishers, messengers, or brutes trying to cross the front line. A speed of zero matters most when movement is central to the enemy's plan.

Stand Beside the Hazard

Hold a creature inside an ally's damaging zone or beside a dangerous ledge, but remember the weapon does not pull it into that position. Establish placement first, then plunge.

Protect Yer Own Position

If forced movement pushes either creature beyond 10 feet, the grapple ends. Walls, corners, and allies can help prevent separation.

Know When to Let Go

Maintaining control is not always worth remaining beside a deadly target. Releasing a hand ends the grapple immediately and costs no action by itself. Sometimes survival is the better play, as explored in the Dodge gambit.

Reach, Grip, and the Ten-Foot Tether

Polearm Considerations

The halberd can attack a creature 10 feet away because of reach. Suction Strike works at that distance and creates a magical tether between plunger and target.

The target can move within the grapple only if another rule permits movement despite grappled speed being zero. The weapon does not reel the target closer, and the wielder cannot drag it merely by stepping away because crossing the 10-foot limit ends suction.

The polearm remains usable for attacks against the plunged target or other creatures while both hands stay on it. Plunging a new creature immediately releases the old one.

Advice for the Game Master

How to Run It at the Table

Place the polearm in the hands of a sewer knight, an overprepared dungeon custodian, or a royal guard assigned to deal with oozes and regrettable plumbing.

Make the impact sound satisfying and unmistakable. Once attached, describe the rubber cup stretching through magic rather than turning the polearm into a rigid bar.

Track the 10-foot distance. Teleportation and forced movement work normally and may end the grapple. The target is grappled, not restrained, and can attack the wielder without a special penalty.

Allow unusual plans when they respect the written limits. Suction can secure a fleeing villain, but it cannot automatically disarm, suffocate, silence, or rip armour away.

The Adventure Needs a Table

Give the Nonsense Room to Breathe

Unusual weapons become recurring stories when a group has a dependable place to play. The Tavern's guide to finding a D&D venue that supports long campaigns can help ye judge the room, noise, access, and community. Explore the wider Tavern Network when the campaign needs a proper home.

Common Mistakes

Five Ways to Lose Suction

Treating grappled as restrained. The target does not grant advantage or suffer attack disadvantage.

Dragging automatically. The weapon does not pull the target.

Holding it one-handed. Releasing either hand ends the magical grapple.

Ignoring distance. Separation beyond 10 feet breaks suction immediately.

Plunging several enemies. Attaching to a new target releases the previous one.

The Tavernkeeper's Verdict

Humiliation With Excellent Reach

This polearm is for a Strength-based front liner who wants a memorable way to stop one important enemy from moving. Its suction is powerful, but every round of control asks the wielder to commit both hands, remain close, and accept retaliation.

Choose the right target, brace yer feet, and wait for the glorious sound of magical plumbing achieving a perfect seal.

Frequently Asked Questions

Questions About the Plunger Polearm

Need broader help with the Tavern? Visit the main Mike's Tavern FAQ.

Spend one charge to grapple a Large or smaller target within 10 feet. Its escape checks are made with disadvantage.

The target must beat DC 15 with Strength (Athletics) or Dexterity (Acrobatics).

No. It is grappled only.

No. Suction Strike does not pull, drag, or cause forced movement.

Releasing either hand, becoming incapacitated, moving beyond 10 feet, excessive target separation, or plunging someone else.

Three, with all expended charges returning at dawn.

No. The target must be Large or smaller.

It fits characters around levels 5 to 10.

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