Wondrous Item
Legendary Trial of the Tidebreaker
Tidepiercer
The Trident of Mari deals an additional 2d8 cold damage on hit. Against creatures standing in water, submerged, or touching a wet surface, it instead deals an additional 2d8 bludgeoning damage as the force of the tide crashes through them.
Sea Sovereign
While wielding the trident, you gain a swim speed of 60 feet, can breathe underwater, and suffer no penalties for fighting underwater. You always know the direction of the nearest large natural body of water.
Breaker of Shores
When you hit a creature with the trident, you may force it to make a DC 18 Strength saving throw. On a failed save, the creature is pushed up to 30 feet in a straight line and knocked prone. If the creature collides with a wall, structure, or another creature, it takes an additional 3d8 bludgeoning damage.
Undertow Grip
As a bonus action, you may command a violent current to seize a creature you can see within 60 feet that is touching water, standing on soaked ground, or in heavy rain. The target must succeed on a DC 18 Strength saving throw or be pulled up to 20 feet toward a point you can see and be restrained by swirling water until the end of your next turn.
Waverend
As an action, you sweep the trident and release a crashing wave in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 18 Dexterity saving throw, taking 8d8 bludgeoning damage plus 4d8 cold damage on a failed save, or half as much on a success. Creatures that fail are also knocked prone. You can use this property three times per long rest.
Voice of the Deep
While attuned to the trident, you can cast control water, tidal wave, wall of water, and maelstrom without material components. Once you cast maelstrom with this property, you can’t do so again until you finish a long rest.
Enhanced Properties (Post-Attunement)
When attuned, the Trident of Mari awakens as a greater conduit of the sea’s force, turning its bearer into an extension of the tide itself.
Crown of the Drowning Tide
You gain resistance to cold, bludgeoning, and force damage. While fully submerged or standing in natural seawater, you instead gain immunity to cold damage.
Currentlord’s Step
You may walk across water as though under the effects of water walk, and difficult terrain caused by mud, water, flooded ground, marsh, kelp, or surf costs you no extra movement.
Reclaimer’s Judgment
Once on each of your turns, when you deal damage with the trident, you can force the target to make a DC 18 Constitution saving throw. On a failed save, it cannot regain hit points until the start of your next turn, and it takes an additional 3d8 force damage as the crushing pressure of Mari’s dominion caves in around it.
Tidal Reversal
When a creature within 30 feet of you hits you with an attack, you can use your reaction to conjure a burst of retaliatory water. The attacker must make a DC 18 Strength saving throw or take 4d8 bludgeoning damage and be knocked prone. You may use this reaction three times per long rest.
Special Ability: Cataclysm of the Returning Sea
Once per long rest, you may raise the Trident of Mari and invoke the full, divine force of reclamation. For 1 minute, the area in a 60-foot radius centered on you becomes a churning domain of Mari’s will.
For the duration:
- The area becomes magical difficult terrain for hostile creatures.
- At the start of each of your turns, you may choose up to three creatures in the area. Each must make a DC 20 Strength saving throw or take 4d10 bludgeoning damage and be knocked prone.
- As a bonus action on each of your turns, you may call down a crushing surge at a point you can see within 120 feet. Each creature in a 20-foot radius must make a DC 20 Dexterity saving throw, taking 8d10 bludgeoning damage on a failed save, or half as much on a success.
- You gain a swim speed and flying speed of 60 feet as torrents of water carry you.
- Allies of your choice in the area gain resistance to bludgeoning damage and can move through the domain without penalty.
- Nonmagical flames are extinguished, exposed earth becomes waterlogged, and unsecured objects are dragged, scattered, or overturned by the force of the tide.
When the effect ends, the battlefield is left drenched, broken, and marked by the sea’s passing.
The Trident of Mari is a divine weapon born from the first wrathful tide, a sacred relic of the goddess of the sea, water, tides, and reclamation. Its shaft is formed from deep-sea coral harder than steel, wrapped in bands of polished pearl and abyssal shell, while its three prongs gleam like living oceanwater held in perfect shape. Saltwater constantly drips from its tips yet never pools, and when raised, the sound of distant waves and grinding undertow seems to follow it. This is not merely a weapon of battle, but an instrument of inevitability—the force of the sea given form. In the hands of its bearer, the trident grants command over currents, crushing waves, and the unstoppable truth that nothing resists the tide forever. It reflects Mari’s dominion over the sea’s life-giving motion and its power to reclaim what has been allowed to stand too long.
| Type |
Damage |
Damage |
Range |
| Martial Melee |
1d10+STR(orDEX)+PROF+3 / 2d6 cold |
Piercing |
10 ft |