Weapon (trident), artifact (requires attunement by a a creature that is not evil-aligned)

After making an attack roll with this magic weapon, you can spend a charge to cause it to glow with magical energy unless the result on the d20 is a 1 or a 20. If the result on the d20 is an even number, the trident glows with violet energy and automatically hits if the target has moved at all since the start of its last turn. If the result on the d20 is an odd number, the trident glows with crimson energy and automatically hits if the target has not moved at all since the start of its last turn. As has 5 charges and regains 1d4+1 charges at dawn.

When you hit a creature with a melee attack with this magic weapon, the target takes an additional 6d6 radiant damage.

When wielding this magic weapon with two hands, its damage die is a d10 instead of a d8 and its reach increases to 10 feet.

A creature attuned to As does not age.

As has one minor beneficial property.

Destroying As.

If a creature attuned to As uses it to willingly murder a good-aligned creature, As immediately turns to dust and the creature’s alignment becomes evil.

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: Radiant, Weapon Property: Reach, a creature that is not evil-aligned, Damage, Combat, Thrown, Versatile, Topple

Item Tags: Damage Combat

Newb_DM

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