This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Surface Breathing. You breathe as if you are underwater.
Sticky. You may use an attack to attempt to hook the Trident to a target. The target can be living or inanimate.
Chain Jump. You may use an attack to move yourself up to 60ft toward your Stuck or affixed trident.
Chain Recall. You may use an attack to recall the trident up to 60ft toward you. Any target within 5ft must succeed a Dexterity DC13 saving through or take 1d8 damage. If a target succeeds, it takes 0 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: Thrown (range 20/60), Versatile (1d8), Damage, Control, Combat, Thrown, Versatile, Topple
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