Tidecaller's Trident
Base Item: trident
Bonus Weapon: +1
Charges: 3
Dmg1: 1d6
Dmg2: 1d8
Dmg Type: piercing
Range: 20/60
Rarity: rare
Recharge: dawn
Recharge Amount: 1d3
Req Attune: Yes
Tier: major
Type: M
Value: 400000
Weapon Category: martial
Weight: 4
Description
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
While you hold the trident, you have a swimming speed equal to your walking speed, and you can breathe water.
Undertow. The trident has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with
Entries
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
While you hold the trident, you have a swimming speed equal to your walking speed, and you can breathe water.
Undertow. The trident has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with a melee attack using this weapon, you can expend 1 charge to drag the target with a phantom current. The target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward you and knocked prone. A creature that is underwater has disadvantage on this save.
Call the Tide. As an action, you can expend all 3 charges to plant the trident in the ground or a ship's deck. Seawater surges out in a 20-foot radius around you and drains away at the start of your next turn. Until then, the area is difficult terrain for creatures other than you, and each creature of your choice that starts its turn there must succeed on a DC 15 Strength saving throw or be knocked prone.
Lore
Forged for the wardens of the Saltglass Abbey, who kept the causeway open against raiders and the sea alike. When the tide finally took the abbey, the wardens went down with it, and their tridents are still turning up in fishing nets along the coast.