This trident is forged from enchanted Orichalcum and pure mineral water. The shaft is composed of flowing water that, despite its liquid appearance, feels completely solid and dry to the touch. The trident's head is uniquely designed: the central prong resembles a spearhead, while the two outer prongs are shaped like inward-facing cleavers. A large gap in the trident’s head contains turbulent, flowing water that drips and swirls perpetually without ever depleting. At the base of the shaft lies another piece of Orichalcum, which regulates the continuous flow of water within the shaft. This pommel also features a hollow gap filled with circulating water, mirroring the magical fluidity present throughout the trident
The water flows with with a desire to be released, each time its submerged fully it starts to bubble the forces inside the trident become substantially stronger. though it all fades as soon as it is taken out, maybe some sort of elemental sage could help unlock its full potential
- Tidal Wave: Once per long rest, you can cast the Tidal Wave spell, creating a wave that knocks back and potentially knocks prone all creatures in its path.
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Veil of Mists: As a bonus action, you can envelop yourself in a swirling mist, granting advantage on Dexterity saving throws and imposing disadvantage with ranged attacks against you until the start of your next turn. Usable a number of times equal to your proficiency bonus per long rest. you can choose to expend 3 slots and expand the radius to 20 feet, each creature in this area aside from you has disadvantage on all Dexterity saving throws, perception checks, and attack rolls, this also extends the duration to a minute.
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Riptide Cleave: On a successful hit, you can choose to deal an extra 1d8 cold damage and attempt to slow the target (DC 15 Constitution saving throw or their speed is halved until the end of your next turn).
- Oceans Call: The trident occasionally compels the wielder to seek out bodies of water, leading to moments of distraction or disorientation in land-based encounters. every hour away from a body of water containing at least 3000 gallons, or a 10 by 10 by 5 feet area of water, roll a d10.
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1: You become distracted and suffer disadvantage on Wisdom and Intelligence checks until you spend at least 10 minutes near a sufficient body of water.
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3+: You feel a mild discomfort, imposing a -1 penalty on concentration checks until you are near a pool of water.
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5+: You experience a longing for the sea, causing disadvantage on Charisma-based skill checks.
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7+: You have a subtle unease, reducing your movement speed by 5 feet.
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10: You are slightly unsettled, resulting in a -1 penalty to your next initiative roll.
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- Incessant Flow: Focusing on sounds becomes harder, as the sounds of waves and waterfalls fill the mind of the wielder. Impose disadvantage on Perception checks relying on hearing
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, Thrown, Versatile, Topple
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