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Dantèro D’Lanmè in Dungeons & Dragons 5e

Dantèro D’Lanmè

Weapon

Legendary Trial of the Deep

Fury of the Abyss:
When you hit a creature with a melee attack using Dantèro D’Lanmè, you can channel the power of its teeth. Choose one of the following effects:
  • Kraken’s Wrath: The target must make a DC 18 Strength saving throw or be restrained by spectral tentacles for 1 minute. At the start of its turn, the restrained creature takes 2d10 bludgeoning damage.
  • Leviathan’s Bite: The target takes an additional 4d10 piercing damage, and their movement speed is halved until the end of their next turn.
  • Serpent’s Venom: The target must make a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the creature takes 2d8 poison damage at the start of its turn.
Return of the Tide:
When thrown, Dantèro D’Lanmè automatically returns to your hand after it hits or misses its target.
Command the Waves:
While wielding the trident, you can cast Control Water at will without expending a spell slot.

Enhanced Properties (Post-Attunement)

Abyssal Power:
You gain immunity to cold damage and resistance to bludgeoning damage while underwater.
Tidal Force:
When you use the trident to attack, you can create a 10-foot radius wave centered on the target. All creatures within the area must make a DC 18 Strength saving throw or be knocked prone and take 3d10 bludgeoning damage.
Sea King’s Aura:
While holding the trident, all sea creatures within a 60-foot radius of you are friendly toward you and follow your commands for up to 1 hour.

Special Ability: Depths Unleashed

Once per long rest, you can summon the full might of Dantèro D’Lanmè by invoking Depths Unleashed:  
  • As an action, strike the ground or water with the trident, releasing a 50-foot radius shockwave of abyssal energy.
  • Creatures of your choice in the radius must make a DC 20 Strength saving throw or take 8d12 cold damage, be knocked prone, and pulled 30 feet toward you. On a successful save, creatures take half damage and are not pulled.
  • The area becomes flooded with freezing water and spectral tentacles for 1 minute. Hostile creatures moving through the area take 4d10 bludgeoning damage at the start of their turn and have their movement halved.
  • Allies in the area gain temporary hit points equal to 5d10 and the ability to breathe underwater for the duration.

Dantèro D’Lanmè (Teeth of the Sea) is a legendary trident forged from the primal forces of the ocean’s depths. Its shaft is constructed from deep-sea coral hardened to the strength of steel, and its three prongs are formed from the teeth of the most fearsome sea creatures to ever roam the abyss—the kraken, the leviathan, and a sea serpent. Each tooth radiates a unique energy, shimmering with bioluminescent hues of green, blue, and violet.

This weapon is a testament to Gusuit, god of Dangers at Sea, Waves, Sea Monsters, and Whirlpools, embodying the raw power and peril of the ocean’s greatest beasts. Dantèro D’Lanmè is said to have the strength to calm the tides or summon the fury of the abyss.

Type Damage Damage Range
None 1d10+STR+PROF+3 / 2d8 cold Piercing 10 ft (thrown 20/60 ft)



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