Authority of the Endless Sea This magic item looks like a trident, with carving of Aquan script flowing along its length and a prismarine gem at the end.. To activate this weapon you must praise a god of the sea, gaining +2 to any attacks and damage rolls made with this weapon. On the holder's turn, after they make their attacks, they may choose one of the following effects, unless specified as a passive effect, in which case it is always active regardless.
Tentacles of the Kraken (passive effect) On a successful melee attack, tentacles sprout from the hilt of the trident and grab the opponent, who takes an extra 1d8+3 bludgeoning damage and is restrained until the user’s next turn. This effect only works on the same creature once per turn.
Trident of Fish (passive effect) This item allows the user to Charm any CR 1 or lower sea creatures they can see for 1 hour.
Unwavering Authority (passive effect) This item is immune to any effect that would dispel or deactivate its magical properties.
Endless Water This weapon creates water and floods the area within 10 feet of the caster. If water is already 10 feet around the caster, this effect may extend it an additional 10 feet.
Loyalty (passive effect) If this item was thrown, after it touches something it flies back to its user’s hand.
Freeze Water You thrust the hilt of your trident into the water and freeze the area around up to 3 targets you can see. They must be within 15 feet of each other and standing in water. All targets roll a DC 18 Dexterity saving throw. On a failed save, they take 6d6 cold damage and are restrained until the end of your next turn. On a successful save, they take half damage and are not restrained.
Controlling of the Endless Tides This weapon fires a sphere of water at a chosen opponent. Choose a target within 25 feet (35 if they are standing in water), who then makes a DC 18 Dexterity saving throw. On a failed save, the target takes 5d8 cold damage, and half of that on a successful one.
God of the Sea’s Aura (passive effect) If any creature that breathes air starts its turn within 5 feet of the caster it must make a DC 18 Constitution saving throw. On a success, the effect ends, and the creature is immune to this effect for 24 hours. On a failure, the creature gains one level of exhaustion as its lungs fill with water. At the end of its turns, a creature may try to make a DC 20 Constitution save, and if successful the spell ends. Levels of exhaustion gained from this effect are removed when the creature finishes a short or long rest, or succeeds this save. A water breathing spell provides immunity to this ability while under the effect of the spell.
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
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