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DnD Artefact Wave

Dungeons and Dragons – Mystara

Artefact – Wave

  • 0e-wi-b1 Wrath of the Immortals Book one
  • Dungeon Masters Guide

Player Section – Wave

  • Artefact – Time – Protius – Wave
    • Standard: This trident is an exquisite weapon engraved with images of waves, shells and sea creatures. This weapon has the following properties.
      • +1 weapon bonus to attack and damage rolls, and you are considered to be proficient in its use if not already.
      • Weapon acts as a +0 item bonus to Knowledge checks about Ocean culture while providing proficiency with these skills.
      • An waterologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as one SB.
      • This item has standard powers: Sentinel, Water Breathing and Time’s Judgement (these hurt the user to activate)
    • Attunement: If this weapon is attuned you gain the following qualities.
      • The weapon adds its bonus to the number of damage dice of the weapon.
      • Weapon acts as a +1 item bonus to Knowledge checks about Ocean culture and Water based magic while providing proficiency with these skills.
      • Your proficiency level in the trident is increased by the item bonus. (see Weapons Mastery). For every increase over Grand Master, you gain an extra dice of damage.
      • This is considered a monk weapon for the purposes of a monks special features.
      • An waterologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as two SB.
      • This item has attuned powers: Danger Sense and Force Barrier. (these hurt the user to activate)
    • Awakened: One the item is awakened it auto-attunes to someone, no longer takes up an attunement slot and makes you unable to touch another Artefact.
      • The weapon bonus increases to +2.
      • Weapon acts as a +2 item bonus to Knowledge checks about Ocean culture or Geography and Water based magic while providing proficiency with these skills.
      • An waterologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as three SB.
      • This item has awakened powers: Shared Powers and Fish Command. (these hurt the user to activate)
      • Weapon gains Sentience Stage 1
    • Exalted Status: Achieve a milestone with the number of people converted or slain of 100, as long as they are not already members of the Church of Thyatis (including Church of Karameikos). Must be done while attuned, counter resets when attunement lost unless completed.
    • Exalted: Once the item is exalted it remains that way.
      • The bonus increases to +3.
      • Weapon acts as a +3 item bonus to Knowledge checks about Ocean culture or Geography and Water or Time based magic while providing proficiency with these skills.
      • An waterologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as four SB.
      • The item has exalted powers: anti-life strike. (these hurt the user to activate)
      • Weapon gains Sentience Stage 2
    • Relic: An water aspected character gains a bonus to their wisdom and saving throws of the weapon bonus. Elves or giants using the weapon treat their weapon proficiency as one rank higher for this weapon.
  • Note: When a power with PP is used, roll a d20. Further awakening on the item can bring more powers.

GM Section – Wave

Artefact Details

Note: Discussing GM Section in character at the game table causes your character to take a penalty. Full penalty details are discovered by trial and error.

  • Requirement: A worshipper of Protius or a follower of the Church of Karameikos. Though legends say that only a Elf can unlock its full potential.
  • Handicap: You cannot enter combat unless attacked first. If you can converse, you must first attempt to convert them to follow Protius. If they are a follower of Protius (or an Immortal of the attuned Pantheon) then you are unable to initiate combat. If they are not and do not wish to convert, then it is your duty to slay them. This lasts until you have not interacted with the weapon for two full moons.
  • Power Points: Base 8, Attuned 10, Awakened 12, Exalted 14 PP.
  • Recharge: Base 1, Attuned 2, Awakened 3, Exalted 4 PP per long rest.
  • Powers:
    • Time’s Judgement: Can use this item as part of casting a spell to enhance the spell with time with one of the following effects: Note: This can’t enhance fire spells.
      • Caster check to cast a Necromancy or Transmutation spell as if native to region including in the hollow world
      • 1 PP Change the damage of a spell to Cold damage
      • +1 damage dice per PP used
      • 1 PP per level of spell Empower Necromancy or Necromancy Spell with Immortal power
      • 1 PP per level of spell to bypass spell restrictions
      • A critical hit with this weapon will force them to reroll initiative, and if already passed that point cause them to loose their action till next round.
    • Anti-Life Strike: 10 PP and takes a penalty. On a critical hit, the target takes extra necrotic damage equal to half its hit point maximum. (1 to 10 on a d20 causes a penalty)
    • Danger Sense: Costs 1 PP, this effect will activate automatically without character intervention, This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 ft of you can’t be surprised, except when incapacitated by something other than non-magical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. (1 on a d20 causes a penalty)
    • Fish Command: 5 PP. As an action you can cast dominate beast (DC 15) on a beast with an innate swimming speed. (1 to 5 on a d20 causes a penalty)
    • Force Barrier: You can hold the shaft of the trident and surround yourself with a barrier lasting 1 minute which you can dismiss as a bonus action. Floors, walls and ceilings can pass through the barrier at your discretion.
      • Spell and spell effects remove a number of PP: Disintegrate (1d12), Horn of Blasting (1d10), Passwall (1d6), Prismatic Spray (1d20), Wall of Fire (1d4).
      • Gas Barrier (1 PP), Non-living Matter Barrier (2 PP), Living Matter Barrier (3 PP), Spell Barrier (4 PP), All at once Barrier (5 PP). (1 to PP cost on d20 causes a penalty)
    • Sentinel: Costs 1 PP. You cannot be surprised until you take a long rest. (1 of a d20 causes a penalty)
    • Shared Powers: Costs 4 PP. Can provide water breathing effect to people who follow Protius or Carry a artefact of the same Pantheon Wave is attuned to. They need to be within 10ft of you when you activate and it lasts until they take a long rest. (1 to 4 on a d20 causes a penalty)
    • Water Breathing: Costs 4 PP. You cast Water Breathing on yourself. (1 to 4 on a d20 causes a penalty)
  • Sentience – Stage 1: Neutral weapon with Int 14, Wis 10 and Cha 18. Hearing and darkvision 120 ft. It can speak, read and understand Aquan and Thyarian, and can communicate with anyone touching it telepathically.
    • This item loves to sing and communicated with sea shanties to it holder, sometimes the shanty has meaning, but what is the meaning is often unclear.
    • Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world.
    • Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert.
    • Team Item – Blackrazor & Whelm: You can provide the water breathing effect to the attuned wielders of these weapons as long as one of them is within 10 ft of you when you activate the ability. If both of them are within this range, then you can provide it to allies within 30 ft of you.
  • Sentience – Stage 2: The weapons abilities increase to Int 16, Wis 12 and Cha 20. Can speak with aquatic animals as if using speak with animals, using telepathy to include the wielder in the conversation.
    • Prefers characters who are either elves, giants or have an affinity with the sea. Either has the item warn of dangers, both will have the item actively protect the attuned mortal.
    • The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge, near the nation of Minrothad. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to – or rebellion against-that god with the assistance of the sea elves.
    • Team Item – Blackrazor & Whelm: If within 10 ft of either attuned wielders of these weapons, you can ignore the requirement to convert first before attacking. If both of them are within 10 ft of you, any enemies adjacent to a wielder of one artefact takes maximum damage from each artifact strike, adjacent to two artefact take maximum damage from an artifact or ally, or adjacent to all three artefacts, upgrades all strikes to critical hits with maximum damage against that enemy.

Artefact Penalty

Each time you take a penalty with this item, you must spend 24 hrs per penalty underwater. This is counted from Full Moon to Full Moon. This cannot be undone or reduced by mortal magic.

Note: if you are aquatic, this requires you to spend time on land instead. If you can do both freely, you simply loose 1 HP per level from your maximum hit points.

Artefact History

  • 0001-01-01 – Emperor of Thyatis (Human Fighter) Gift from the Sea Elves of Minrothad.
  • 0970-01-01 – Patriarch of Specularum (Human Cleric) Gift from Church of Thyatis to Church of Karameikos. Provided to Church of Karameikos as part of its founding, linking it forever to Blackrazor and Whelm. AC 970.
  • 1005-10-01 – Keraptis (Human Wizard) Stolen from Patriarch of Specularum.
  • 1005-10-15 – Giant Crab (Giant Crab) Assigned guardian by Keraptis.
  • 1005-11-17 – Plamin (Human Barbarian) Found in White Plume Mountain, Karameikos.
  • 1006-04-21 – Riah (Elf Sorcerer) Picked up after Plamin rejects it by choosing Whelm. Managed to hold onto it up to their death.
  • 1007-?? – Simply Red (Halfling Pirate) Attuned after its last wilder managed to die in the Hollow World and be Reincarnated as a Dwarf.

Artefact Traits

  • Handicap – This is an effect applied to all who pend PP while handling the item until the given time has passed.
  • Penalty – A penalty can be removed by a special downtime activity with discussion and approval by games master only. (limit once per game year)
  • Plane Locked – All artefacts cannot be taken through extra dimensional travel, this includes teleportation, fey step and dimensional travel.
  • Power Points (PP) – This is the amount of power points that the artefact can draw upon to use its abilities. All abilities with a PP cost have a chance of causing a penalty on a d20 equal to the cost. Use of PP also causes the wielder to reduce their maximum hit points by the PP spent. This lost hit points uses the Soul Burn mechanics from Secret Crafts.
  • Recharge – the amount of power points that the artefact will refresh over a set time.
  • Set Items – can be combined to form a more powerful item.
  • Team Item – can provide other powers if members of the part wield other items in the team set.

Original Item

Source: Dungeon Master’s Guide (5e-wiz-dmg p216)

WAVE
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a trident offish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.

  • Sentience. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. 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 Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
  • Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
  • Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world.
  • The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to – or rebellion against-that god.
  • Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert.

Content Updates

  • 2021-08-06 – Update to the layout, adding in weapons mastery and secret craft updates. Also added in the Original Item source showing how it was adapted to my setting.
  • 2020-10-24 – Cleanup of the power and abilities.
Mystara Artefacts

Staves: Mazikeen’s Staff (Energy – Mazikeen), Rheddrian’s Staff (Energy – Benekander),

Weapons: Blackrazor (Entropy – Masauwu), Haziwarn (Entropy – Alphaks), Wave (Time – Protius), Whelm (Matter – Kagyar),

Wondrous Items: Crown of Air (Matter – Opal), Crown of Darkness (Entropy – Idris), Crown of the Dragonlord (Matter – The Great One), Crown of Earth (Matter – The Great One), Crown of Fire (Matter – Diamond), Crown of Water (Matter – Pearl), Yehm’s Diamond (Thought – Korotiku)

D&D 5E in Mystara

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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