Weapon (trident), rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

While wielding this weapon, you can breath air and water. You also gain a swim speed equal to 30 feet.

If you are fully submerged in water and make an attack with this weapon, you can add 1d8 cold damage. 

This can also use the ability Krakens might Once a day.

Krakens Might - The trident glows with energy,  by saying the command word the attuned creature may conjure lighting from the teeth of the trident. Make a ranged attack hit with your dexterity modifier and proficiency as your strike sending lighting leaping from the trident. On a hit the first creature 4d8 lighting damage but will arc to another hostile target within 10 feet of the first creature and takes 3d8 lighting damage.

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: Bonus: Magic, Damage, Combat, Thrown, Versatile, Topple

Item Tags: Damage Combat

Purex

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