Trident of Destruction
Weapon (Trident), Artifact (Requires Attunement)
This Trident was the weapon of one of the first heroes, it was forged by a god to be a weapon of pure destruction, and an extension of the hero that wielded it.
Properties
- This is a +3 Trident, its base damage is 1d6 piercing (1d8 Versatile) + 2d6 Force.
- Siege Weapon
- Thrown (60 / 200)
- Finesse
- Returning
Bonus Attack
- You may use your bonus action to make an additional melee attack with the 2nd end of the Trident, after taking the attack action.
Ranged Attack
- If you have Extra Attack and you take the attack action making a ranged weapon attack, you can choose for the Trident to return to you immediately after each attack or to use your next attack as a ranged attack centered on the Tridents position. You may do this for each attack of your Extra Attack feature if you wish.
Calling the Trident
- As a bonus action the trident can return in a direct line from any location on the same plane as you. Each creature in the path makes a Dexterity saving throw taking 1d6 piercing damage and 2d6 force force damage on a fail or no damage on success. The Trident phases into the Etherial Plane to pass through any solid objects during its return to you. The Trident will take 1 round per 24 miles (minimum 1 round) to reach you.
- Once per long rest you may turn the Trident into a bolt of force for the duration of its return. Each creature in the path makes a Dexterity saving throw taking 6d6 force force damage on a fail or half damage damage on success.
Flight
- Whilst attuned to the trident, it gifts you a 60ft flight speed. If you already had a flying speed, the trident improves on your movement granting you the 60ft flight speed on top of your current speed. The Trident does not need to be in your posession for you to use this.
Force Manipulation
The Spell Casting ability for the Trident is:
- Spell Save DC = 3 + 8 + Proficiency Modifier + STR/DEX Modifier.
- Spell Attack Bonus = 3 + Proficiency Modifier + STR/DEX Modifier.
The trident holds 10 charges, and replenishes 1d4-1 charges at dawn and 1 charge on a natural 20 weapon attack roll with the trident. The maximum charges that can be spent on a single effect is 9 charges. If you expend the Tridents last charge, roll a d20. On a 1, the charges will never again replenish for you. You may expend the charges in the following ways:
-
Innately cast any of the following spells from the Trident whilst it is in your hand (The damage for each is replaced by force damage): Eldritch Blast (0 Charges - as a 17th level caster, adding your STR/DEX Modifier to each bolt), Magic Missiles (1 Charge), Absorb Elements (1 Charge - can also absorb force damage), Fireball (3 Charges), Lightning Bolt (3 Charges), Destructive Wave (5 Charges). These Spells may be upcast for 1 charge per additional level.
-
1 or more charges to smite and deal an additional 2d6 force damage for the 1st charge and 1d6 for any additional charges spent. (This smite may exceed the 9 charge limit).