Weapon (trident), artifact (requires attunement by a wild magic sorcerer)

Created before fate was born, this weapon was wielded by the greatest family of sorcerers the world has known. Every time a member of this family died, their magic was stored within this weapon. Nothing could destroy it. One time, a child of this family was born, being given the name Fatrem. When it was her turn to wield this mighty weapon, it rejected her. The family thought it was a strange occurrence and ignored it, but Fatrem believed it was a sign that she was different. That her dead ancestors didn't want her in the family. So she left. Years later, a mysterious event happened and nearly the entire family of sorcerers were wiped out. The Tria Casus was lost after then, and hasn't been seen since.

Wherever the Tria Casus is now, its chaotic magic is leaking out, causing a dungeon to form, filled with random and mysterious traps and lands (GM discretion on what these are). It's not just this land either. Crops all over the world are either growing at intense rates, dying of mysterious causes, or attacking the farmers who had raised them. Weapons that draw power from flame suddenly freeze kingdoms, and vice versa. Perhaps The Tria Casus is angry. perhaps it's calling for help. Will you answer it?

Random Properties. The Tria Casus has the following random properties:

  • 1 major beneficial property
  • 2 minor detrimental property
  • 1 major detrimental property

Sentience. The Tria Casus is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 17, and Charisma of 13. It has hearing and darkvision out to 2 range of 120 feet. The weapon communicates telepathically with its wielder.

Personality. The Tria Casus has two purposes. One, to create chaos and destroy balance and peace. The second, to guide members of an ancient family of sorcerers through their life.

Chaotic Effects. When you make an attack with this weapon, and it hits, add 3 to the damage and roll a d6 and choose from the chart below. This ability can only be used 3 times per long rest.

1. The ground beneath the enemy suddenly freezes within a 30 foot sphere. All creatures (except you) on top of this ice must make a DC 15 dexterity saving throw. If they fail this save, they fall prone. Afterwards, that area is seen as difficult terrain.

2. A spout of flame erupts in an unoccupied space within 60 feet of the target. all creatures within 20 feet of this flame must make a DC 15 dexterity saving throw. On a failure, they take 3d10 fire damage, and half on a success.

3. You deal the maximum possible damage to the target.

4. 3 zombies with 9 hit points are summoned. The GM decides who has control over them. They have the same initiative as whomever controls them.

5. You are randomly teleported to an unoccupied space within 100 feet.

6. The damage dealt to the target is halved while you take half of the damage as well.

Note from creator: The Tria Casus is meant to be used by GMs as a plot hook.

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: Damage: Force, wild magic sorcerer, Thrown, Versatile, Topple

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