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Trident of Treachery

Trident of Treachery
Weapon (trident), legendary (requires attunement)

The barbs on this trident gleam wickedly, and those who wield it see betrayal lurking in every reflection. The magical effects of this weapon are not revealed by the identify spell and any attempt to uncover its nature without attuning to it fails. The magical effects of the trident cannot be spoken, written, or conveyed to anyone while you are attuned to it.

While you are attuned to this trident, you can't be surprised as long as you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Additionally, you have advantage on Wisdom (Insight) checks made to discern a lie, and creatures have disadvantage on Charisma (Deception) checks made to deceive you.

Each time you regain hit points from an effect or spell cast by another creature, an amount of negative energy equal to the number of hit points you regain is also stored in this weapon. If you ever attack that creature, your first attack with this weapon has advantage. The first time you hit that creature, this trident deals extra necrotic damage equal to the total amount of stored negative energy from that creature. Each pool of stored negative energy can only be used against the creature that created it by healing you, and it's expended when it’s used. The trident can only store 5 pools of energy at a time. Killing that creature traps their soul within the trident, permanently granting it a +1 bonus to attack and damage rolls and preventing that creature from being resurrected. Only 3 souls can be trapped within the trident at a time, and they are released if you end your attunement.

Curse. Paranoia begins to creep into your mind, convincing you that everyone is scheming behind your back. It’s only a matter of time before they turn on you and by that point, it’ll be too late. Those who are the most generous, have the darkest schemes. Each time you are aided, or you regain hit points from an effect or spell cast by another creature, your paranoia is piqued and focuses on that creature. You feel the need to conceal your thoughts and intent from them. Each act of kindness towards you must be an elaborate ruse that will culminate in a torturous annihilation of you and all that you love. You cannot reveal your suspicion to anyone, and you can only hope to manipulate less suspicious individuals into unknowingly helping you protect yourself. This paranoia grips you closest when you try to sleep. If you have been healed or aided (determined by the GM) by another creature within the last 24 hours and you attempt to start a long rest, you must make a DC 7 Wisdom saving throw. On a success, you drift to sleep uneasily, beset by fearful dreams. On a failure, you act on your fear and must immediately attack the last creature that aided you. It’s best to attack secretly and to make it look like an accident or outside incursion. If you successfully dispatch the creature in question, your accursed paranoia abates for 7 days and you are convinced you have resolved your dread. The DC for this saving throw increases by 1 for each bonus point to attack and damage rolls that the trident gains. Even after you are cured of this curse, a hint of doubt lingers in your mind and you are forever slightly mistrustful of those closest to you.

A devious item, lovingly commissioned by Exphemia, the Betrayer, to wriggle its way into the minds of mortals like a maggot into an open wound. As it empowers the wielder, it subtly opens their periphery to the rotten nature at the heart of humanoidkind, and festers where once there was trust. Entire dynasties have crumbled, brother turning on one another, as treacherous whispers drift on the wind. All the while the Betrayer, deep below, gorges itself on bloodsoaked earth.

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