Weapon (trident), rare (requires attunement by a for 8 hours)

Trident +2. You have +2 on the attack and damage rolls you do with this weapon.

Wall of Water. The trident has 4 charges.

When using a load, any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.Loads recover at twilight. You can throw the trident and create the water wall from the trident.

You can create the water wall 30 feet long, 10 feet high and 1 foot thick, you can make it in a circle 20 feet high and 1 diameter thick. The wall is difficult terrain.

Silver trident with 3 jewels at the end of the handle and one in the middle of the trident, each jewel shines with a pure blue and each expended charge shuts down one. It also has a red thread that flutters through the handle incessantly. On the handle there are carved marks that recall a tide.

Proficiency with a Trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: for 8 hours, Thrown, Versatile, Topple

Ivychiyo

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