Wave
Weapon (Trident), Artifact (Requires Attunement)
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following benefits:
- Combat Ready. You have Advantage on Initiative rolls.
- Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
- Aquatic Command. Wave has 3 charges and regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC20) from it on a Beast that has a Swim Speed.
- Globe of Invulnerability. While holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can't be used again until the next dawn.
- Sentience. Wave is a sentient weapon of Neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and Darkvision out to 120 feet. The weapon communicates telepathically with its wielder and speaks Aquan.
- Personality. Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weapon's objectives in the world.
- Destroying Wave. Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued with a storm giant's strength. Destroying Wave angers a god of the sea, who sends powerful agents to attack the island and punish the destroyers.
Item type
Weapon, Melee
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