This trident is a magic weapon. When you grasp the trident with bare hands you feel a slight tingle in your hands. During a normal ranged attack (range 20/60), the trident does 1d6 piercing damage (1d8 versatile) and, as long as it has charges remaining, an additional 1d4 lightning damage. The staff has 6 charges that can be expended as detailed below.
1 charge. Ranged Spell Attack: range 15 ft., one target. a single arc of lightning shoots out of the top of the trident. Hit: 3d6 lightning damage.
3 charges. Ranged Spell Attack/Effect, range 15 ft., three targets. a chained arc of lightning shoots out of the top of the trident. Hit: 3d6 lightning damage and the lightning arcs to the closest creature within 10 ft. of the first. That second creature must make a DC 13 Dexterity saving throw, taking 2d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning arcs to third creature of your choice within 5 ft. of the second. That creature must also make a DC 13 Dexterity saving throw, taking 1d6 lightning damage on a failed save, and half as much damage on a successful one.
5 charges. Ranged Spell Effect, range 15 ft. cone. Arcs of lightning spray out of trident and each creature within range must make a DC 13 Dexterity saving throw, taking 3d6 lightning damage on a failed save, and half as much damage on a successful one.
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: Damage: Lightning, Damage, Combat, Thrown, Versatile, Topple
Comments