Weapon (trident), artifact (requires attunement by a Water Genasi)
Description. Crafted from the rarest of materials found in the deepest ocean trenches, the Tidebringer's Wrath stands as a pinnacle of underwater craftsmanship. Its shaft is a mesmerizing blend of azure and silver, forged from coral-infused mythril that glistens under any light. Seaweed patterns and oceanic runes are meticulously etched along its length, glowing faintly with an aquatic luminescence. The three prongs, razor-sharp and barbed, are tipped with an iridescent blue that seems to ripple like water. A pearl of immense size and purity adorns the base of the trident, pulsing with the magical energy of the ocean depths.
Usage. The trident can control water, as an action you can create a wave up to 30 feet long and 10 feet high that sweeps across the battlefield. Targets caught in the wave must succeed a DC 18 Strength saving throw or be knocked prone and take 3d10 bludgeoning damage. On a successful save, they take half damage and are not knocked prone. The trident also grants a swim at a bonus speed of 60 feet constantly and they no longer are affected by the depths of the ocean. Up to five times a day, it can enhance any attack with an additional 2d6 cold damage. You have a +3 bonus to attack and damage rolls made with this magic weapon.
Lore. The Tidebringer's Wrath was fashioned in times long forgotten by merfolk wizards under the command of an ancient sea deity. It played a crucial role in the defense against abyssal invaders during the legendary Battle of the Sunken City, channeling the ocean's wrath to vanquish enemies. The artifact has been lost and rediscovered multiple times, always emerging in moments of dire need, strengthening its legend and leaving behind tales sung by bards and echoing through coastal caverns.
Material Composition. Coral-infused Mythril
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: Cold, Bonus: Speed (Swimming), Water Genasi, Damage, Buff, Combat, Thrown, Versatile, Topple
Comments