Dekalla, Bident of Thassa
Weapon (trident), artifact (requires attunement)
Martial weapon, melee weapon
1d6 piercing - thrown (20/60 ft.), versatile (1d8)
Thassa wields Dekella, a two-pronged weapon gifted to her by Moradin. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.
Martial weapon, melee weapon
1d6 piercing - thrown (20/60 ft.), versatile (1d8)
Thassa wields Dekella, a two-pronged weapon gifted to her by Moradin. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.
Sentience
Dekalla is a sentient chaotic neutral weapon with an Intelligence of 16, a Wisdom of 21, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Primordial and Common.Personality
Dekalla is as much the spirit of the ocean as Thassa is. It yearns for the destruction of built structures and organizations that have lasted past their time, and for the return to the balance of the natural order. It also wants to find ancient and unknown knowledge, and set out on great voyages.Dormant
The bident grants the following benefits in its dormant state:- You gain a +1 bonus to attack and damage rolls with this magic weapon.
- If you are a champion of Thassa, you can breathe underwater, and you gain a swimming speed of 60 feet.
- If you are not a champion of Thassa, you smell of rotten seafood at up to 10 feet away.
Awakened
When the bident reaches an awakened state, it gains the following properties:- The weapon's bonus to attack and damage rolls increases to +2.
- When you hit with an attack using the bident, the target takes an extra 1d10 cold damage.
- You can cast the dominate monster spell (save DC 15) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.
- You can cast the true polymorph spell (save DC 15) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.
- If you are a champion of Thassa, you gain resistance to cold damage.
- If you are not a champion of Thassa, you determine your alignment daily at dawn by rolling 2d6. On the first roll 1-2 indicates Lawful, 3-4 indicates Neutral, and 5-6 indicates Chaotic. On the second roll, 1-2 indicates Good, 3-4 indicates Neutral, and 5-6 indicates Evil.
Exalted
When the bident reaches an exalted state, it gains the following properties:- The weapon's bonus to attack and damage rolls increases to +3.
- The extra cold damage is increased to 2d10.
- The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see "Weather at Sea" in chapter 5 of the Dungeon Master's Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk.
- The Dominate Monster and Polymorph DCs rises to 18.
- If you are a champion of Thassa, you can use an action to cast Control Water. When you do, roll a d20. On a 1-5, you cannot cast it again until the next dusk.
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