Weapon (trident), artifact

A beautiful golden trident that was engineered into a weapon of deadly close-combat. The staff of the trident has been hollowed out to create 3 small cavities - each spaced equally along the staff - that are hidden inside the trident. Secret pressure points release the small hatches that hide these cavities. Each of the 3 cavities have enough space to contain a small glass vial, of which could be one of the following;

Poison - You can use the green poison in this vial to coat the trident. Applying the poison takes an action. A creature hit by the poisoned weapon must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying

Acid - As an action, you can splash the blue content of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 1d6 acid damage

Vial of Healing - A character who drinks the red fluid in this vial regains 1d4 + 1 hit points. Drinking or administering a potion takes an action

Antitoxin - A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. 

Liquid Smoke - When you use an action to break this vial, a cloud of thick smoke pours out in a 10-foot radius from the bottle. The cloud's area is heavily obscured. The cloud disperses after 1 minute. A strong wind disperses the cloud immediately. 

Perfume - A fragrant commodity typically used by the wealthy.

Each vial costs, on average, 150GP in resources to create. The trident can only ever hold 3 vials at one time and each vial is single use. 

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: Thrown, Versatile, Topple

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