Appearance:
This intimidating trident appears to be made solid turquoise with a cracks of silver haphazardly throughout the handle, Every now and then electricity arcs will snap and crackle over it's surface. The head is in the shape of two waves with silver prongs, the outer ones look like a crabs claw.
Dormant
Magic Properties:
This trident is a +1 magic Trident with 3 charges that reset at the dawn. Your spell save dc also goes up by +1
- If thrown, an attuned wielder can use an bonus action to call it back to their grip telepathically unless it is blocked by a wall or another solid object obscuring it from the wielder's sight.
- You learn the Shocking Grasp cantrip
- The wielder can use a bonus action to cause the trident to writhe in an electrical current using a charge. It glows a soft blue with sparks flashing spontaneously over it's surface, giving off bright light in a 10ft radius and dim light 5ft after that. While the trident is arcing with electricity, it deals an extra 1d8 lighting damage to any target it hits. The trident remains electrified, until another bonus action is used by an attuned creature to cause it to cease.
Awakened
- Tidespark becomes a +2
- You may cast Call Lightning or Tidalwave once per long rest.
- Grants resistance to Lightning and Thunder
Exalted
- Tidespark becomes a +3
- You may cast Chain Lightning or Control water once a per long rest.
- Grants immunity to Thunder and Lightning
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: by a Cleric of Umberlee, Thrown, Versatile, Topple
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