Eldritch Bident
The Griffon's Saddlebag: Book Two p. 77 (Third Party)
- Tipo
- Arma cuerpo a cuerpo
- Mágico
- Sí
- Rareza
- trident, rare (requires attunement)
- Peso
- 4
- Daño
- 1d6
- Daño a dos manos
- 1d8
- Tipo de daño
- perforante
- Alcance
- 20/60
- Propiedades
- arrojadiza, versátil, cuerpo a cuerpo
Descripción
This two-pronged weapon has a sickly connection to another plane of existence. While holding the bident, you can use an action to release 2 simultaneous beams of eldritch force from it, with each beam originating from one of the weapon's prongs. Make a ranged spell attack for each beam, using a spell attack bonus of +7, against either one or two targets that you can see within 60 feet of you. On a hit, a target takes 1d8 force damage. If you're a warlock, you are proficient with this weapon while you're attuned to it and gain the following benefits:
- When you make an attack with the bident's eldritch beams, you can choose to use your warlock spell attack bonus instead of the weapon's normal one.
- When you hit a target with one of the eldritch beams, you add your Charisma modifier to the damage dealt by each beam, which deal 1d12 force damage instead of 1d8.
- When you roll a 20 on an attack roll made with one of the eldritch beams against a creature, that creature must succeed on a DC 10 Charisma saving throw or be shunted to another plane of existence occupied by eldritch horrors. While there, the target is incapacitated. At the start of your next turn, the creature takes 2d12 psychic damage and reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Additionally, if you're a warlock, you can use an action to cast the plane shift spell from the bident while holding it to transport yourself only to the plane of existence and location of your warlock patron. You remain there for up to 24 hours or until you use an action to return to your previous location on your original plane of existence. Once this property of the bident has been used, it can't be used again for one year.
Thrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, trident Source: The Griffon's Saddlebag: Book Two p. 77 (Third Party)