Trident Of Fish Command (uncommon, Dmg 209)

This Minecraft tutorial explains the Impaling enchantment with screenshots and step-by-step instructions. The Impaling enchantment is a new enchantment that will be available in the Aquatic Update (Java Edition 1.13) and can be added to a trident. Trident of Fish Command Source: 5th Edition SRD ↓ Attributes. Trident of Fish Command Edit Page Content. This Trident is a Magic Weapon. It has 3 Charges. While you carry it, you can use. Melee Weapon. Range, Thrown, Versatile. Secondary Damage.

If you are creating a long-running realm, it might be helpful to keep a running list of items which exist. Since my current campaign is taking place after the fall of the Roman Empire equivalent (the Red Empire) and even the fall of the orc empire which dominated it (the Black Empire), my campaign would have early middle age items in existence. For me, that means that some objects don’t exist yet and many which do are not in existence where my players currently are.

The following are the items which I have created:

Siege equipment

  • Theomean Fire, a hose which fires a steady stream of fire. The enemies in the 50ft line must make a DC15 Dexterity save or take 5d10 fire damage.

Vehicles

Traps

Artifacts

  • Air Titan Robes, Wondrous Item, made of silvery blue cloth, the bearer takes 1/2 damage from magical sources, has advantage against being grappled, and can move an additional 20ft.
  • Chronos’ Fork, wondrous item, made of silver, it is the fork the first titan used to eat his children. While worn as a necklace, the wearer has +2 in all abilities. All people who meet the wearer must make an initial Charisma save (DC 10+ the wearer’s Charisma modifier). On a fail, the person wants to kill the wearer for 1 minute. Once this effect wears off, the person never has to do it again.
  • Earth Titan knuckles, weapon, made of solid brown stone, the bearer is immune to nonmagical slashing damage and the bearer does 1d12 bludgeoning damage. The bearer cannot be charmed or frightened.
  • Fire Titan bow, weapon, made of blackened wood which seems to smolder as if on fire. The bearer cannot get hot and is immune to fire damage. All arrows shot from this bow do an additional 2d6 Fire damage.
  • Gaia’s circlet, wondrous item, a wooden circlet with flowers growing from it, the bearer has access to all the Druid spell list and may cast any of them at any level once per day. The bearer is immune to all diseases and regains 1d6 HP as long as the wearer has 1 HP. The wearer has advantage on the constitution saves, but if they die are immediately taken into the earth as fertilizer and cannot be brought back to life.
  • Harness of Hades, weapon, the chains seem to move when no one is looking at them and is used to submit the souls of the living to the depths of Hades. The bearer cannot be frightened.
  • Ice titan gloves, wondrous item, made of cold silver, the bearer cannot get cold and is immune to cold damage.
  • Knife of 40 cuts, weapon, a dagger which, when used as a stealth attack weapon does 40d4 piercing damage, the additional 39 stabs appearing after the first is made. It killed the first emperor of the Red Empire.
  • Rod of the Pharaohs, rod, a wooden rod in the shape of an ankh, can be used to amplify the voice of the bearer up to 300 ft as an action. The bearer can add their proficiency bonus to any kind of charisma related check (this can be doubled). The bearer has resistance to fire damage.

Legendary

  • Chronoscroll, scroll, these are the scrolls which exist beyond time and can teleport its readers to important moments in the history of the realm the scroll exists in. After it is used, it disappears in arcane fire before hiding itself in a created tomb. Requires 24 hours of reading.
  • Drought of the Ancient Elves, potions, a translucent blue potion which freezes the drinker at their current age for 10 years. For this time, the drinker is immune to all diseases except Feyblight.
  • Hidden Blade (the Blades), weapon, 1d4 damage, does an additional 1d12 damage (which can be added to the rogue sneak damage) when attacking from stealth or when attacking as a reaction, can do an additional 2d12 if the attack is an assassination attack (when the attacker strikes before the target has begun combat). This blade is worn as a bracer and gives +1 to AC. When it is first used, it removes the ring finger from the hand, doing 2d12 damage to the attacker. This blade can double the effective time for any poisons applied to it. These can also be used as keys to specific doors.
  • Knife of Lukil, weapon (4), +1 daggers, made of black, jagged iron, each gives the bearer a stackable +1 to initiative, providing they are not incapacitated. Requires attunement. The knives have the ability to float near their bearer, activated by their word, which gives a stackable +1 to the bearer’s AC and attack as a free action when the bearer attacks.

Very Rare

  • (Dwarven collapsible crossbow, weapon, collapses to make it 1/2 as difficult to carry)

Rare

  • Dwarven collapsible longbow, weapon, collapses to make it 1/2 as difficult to carry
  • Elven longsword, weapon, 1/2 weight, gives the bearer +2 initiative unless incapacitated
  • Elven longbow, weapon, +1 bow, does not have a minimum range
  • Red Empire shield, shield, +1 shield, advantage on saves against area of effect attacks

Uncommon

  • Dwarven crossbow bolts and arrows, weapon ammunition, advantage on hitting heavily armored targets
  • Dwarven longsword, weapon, advantage on hitting heavily armored targets
  • Elven short sword, weapon, 1/2 weight, gives the bearer +2 initiative unless incapacitated
  • Elven dagger, weapon, 1/2 weight, advantage on being thrown
  • Red Empire short sword, weapon, +1 weapon, gives the user the ability to parry for +2 to AC as a reaction

Trident Of Fish Command (uncommon Dmg 209) Pc

Common

  • Carved Deity Idol, wondrous items, gives the prayer advantage on reaching their deity through a religious rite.

The following are the items which are in the Dungeon Masters Guide:

Siege Equipment (DMG 255-256)

  • Ballista
  • Cauldron, suspended
  • Mangonel (Hamiq)
  • Ram
  • Siege tower

Vehicles (DMG 119)

  • Keelboat
  • Rowboat
  • Sailing ship
  • All standard mounts
  • All Tack, Harness, and drawn vehicles except carriages, wagons, and exotic saddles. Military saddles are Hamiq sultanate only. Sleds are Ordning only. (PH)

Traps (DMG 122-123)

  • Collapsing roof
  • Falling net
  • Fire-breathing statue
  • Pits
  • Poison darts (Hamiq sultanate)
  • Poison needle (Hamiq sultanate)
Trident

Property (DMG 127)

  • Farm
  • Guildhall (Ordning)
  • Inn
  • Keep or small castle (Red Empire)
  • Lodge
  • Shop
  • Temple, large and small
  • Trading post

Artifacts

  • Axe of the dwarvish lords, with brutal pick, earth heart forge, anvil of songs, and shaping hammer (temple of Moradin)
  • Orbs of dragonkind (tombs of the lost magisters)

Legendary

  • Armor +3 (gifts from deities only)
  • Belts of Cloud and Storm giant strength (Ordning, gifts from giant masters) (10 and 5)
  • Efreeti chain (Hamiq sultanate, sultan) (10)
  • Hammer of thunderbolts (dwarves, tombs) (10)
  • Luck blade (Red Empire, emperor) (10)
  • Ring of djinni summoning (Hamiq sultanate, sultan) (10)
  • Ring of elemental command (Red Emperor, Red Empire) (8)
  • Robe of the archmagi (college of magi) (10)
  • Scarab of protection (5 left, Urdo, the Blades, Red Empire, +2 in tombs)
  • Vorpal sword (Red Empire, Xermemnos) (10)
  • Moonblade (Elves) (12)
  • Wave (high priest of Poseidon)
  • Whelm (dwarves, tomb of the ancient emperor of the Low Roads)

Very Rare

  • Ammunition +3
  • Armor +2
  • Arrow of slaying
  • Bag of devouring (Hamiq sulatanate)
  • Belts of stone, frost, and fire giant strength (Ordning)
  • Candle of invocation
  • Carpet of flying (Hamiq sultanate)
  • Demon armor (demons)
  • Dragon scale mail
  • Dwarven plate (dwarves)
  • Dwarven thrower (dwarves)
  • Efreeti bottle (Hamiq sultanate)
  • Figurine of wonderous power, obsidian steed
  • Frost brand
  • Manual of golems (dwarves)
  • Oathbow (elves)
  • Oil of sharpness
  • Ring of regeneration (elves)
  • Ring of telekinesis
  • Rod of absorption
  • Rod of alertness
  • Rod of the pact keeper +3
  • Scimitar of speed (hamiq)
  • Shield +3
  • Spell scroll (very rare)
  • Spellguard shield
  • Staff of Fire
  • Staff of Frost
  • Staff of striking
  • Staff of thunder and lightning (Red Empire)
  • Wand of polymorph
  • Weapon +3

Rare

  • Ammunition +2
  • Armor +1
  • Arrow-catching shield
  • Belt of dwarvenkind (gift from dwarves)
  • Belt of hill giant strength (Ordning)
  • Berserker axe (dwarves and Ordning)
  • Boots of speed
  • Bowl of commanding water elementals
  • Bracers of defense
  • Brazier of commanding fire elementals
  • Censure of controlling air elementals
  • Chime of opening (Far East)
  • (Cloak of the bat)
  • Dagger of venom
  • Dragon slayer
  • Elixir of health
  • Elven chain (elves)
  • Figurine of wonderous power, bronze griffon, ebony fly, golden lion, ivory goat, marble elephant, onyx dog, serpentine owl
  • Flame tongue
  • Folding boat
  • Gem of seeing
  • (Giant slayer)
  • Helm of teleportation
  • Horn of blasting
  • Horseshoes of speed
  • Mace of smiting
  • Necklace of fireballs
  • Necklace of prayer beads
  • Oil of etherealness
  • Portable hole (thieves guild)
  • Potions (rare)
  • Ring of animal influence
  • Ring of evasion (hamiq)
  • Ring of protection
  • Ring of spell storing (elves)
  • Ring of the ram
  • Rod of the pact keeper +2
  • Rope of entanglement
  • Scroll of protection
  • Shield +2
  • Shield of missile attraction
  • Spell scroll (rare)
  • Staff of charming (Red Empire)
  • Staff of healing (Red Empire)
  • Staff of swarming insects
  • Staff of the woodlands (Elves and Ordning)
  • Staff of withering
  • Stone of controlling earth elementals
  • Sword of wounding
  • Vicious weapon (Ordning)
  • Wand of binding
  • Wand of enemy detection
  • Wand of fear
  • Wand of fireballs
  • Wand of lightning bolts
  • Wand of paralysis
  • Weapon +2

Uncommon

  • Alchemy jug
  • Ammunition +1
  • Amulet of proof against detection and location
  • Bag of holding
  • Bag of tricks
  • Boots of elvenkind (elves)
  • Boots of striding and springing
  • Boots of the winterlands (Ordning)
  • Bracera of archery
  • Cap of water breathing
  • Cloak of elvenkind (elves)
  • Cloak of protection
  • Cloak of the manta ray
  • Decanter of endless water
  • Driftglobe
  • (Dust of disappearance)
  • Dust of dryness
  • Dust of sneezing and choking
  • Elemental gem
  • Ever smoking bottle
  • (Eyes of the eagle)
  • Figurine of wonderous power, silver raven
  • Gauntlets of ogre power
  • Gem of brightness
  • Gloves of swimming and climbing
  • Gloves of thievery (thieves guild)
  • (Goggles of night)
  • Helm of telepathy
  • Immovable rod
  • Instruments of the bards (uncommon)
  • Ioun stone (uncommon)
  • Javelin of lightning
  • Keoghtom’s ointment
  • Lantern of revealing
  • Mariner’s armor
  • Mithral armor (elves)
  • Necklace of adaption
  • Pear of power
  • Potion (uncommon)
  • Quiver of Ehlonna (elves)
  • Ring of swimming
  • Ring of warmth (Ordning)
  • Ring of water walking
  • Robe of useful items
  • Rod of the pact keeper +1
  • Rope of climbing
  • Sending stones
  • Sentinel shield (eye)
  • Shield +1
  • Spell scroll (uncommon)
  • Staff of the adder
  • Staff of the python
  • Stone of good luck
  • Sword of vengeance
  • Trident of fish command
  • Wand of magic detection
  • Wand of magic missiles
  • Wand of secrets
  • Wand of the web
  • Weapon +1
  • Weapon of warning (elves)
  • Winged boots (Red Empire)

Common

  • All common magical items
  • First bombs have been created (considered very rare) (DMG 268)
  • All adventuring gear, tools, basic weapons, and armor. (Except tinkers tools and gaming sets besides dice)
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If you are creating a long-running realm, it might be helpful to keep a running list of items which exist. Since my current campaign is taking place after the fall of the Roman Empire equivalent (the Red Empire) and even the fall of the orc empire which dominated it (the Black Empire), my campaign would have early middle age items in existence. For me, that means that some objects don’t exist yet and many which do are not in existence where my players currently are.

Trident Of Fish Command (uncommon Dmg 209) Edition

The following are the items which I have created:

Siege equipment

  • Theomean Fire, a hose which fires a steady stream of fire. The enemies in the 50ft line must make a DC15 Dexterity save or take 5d10 fire damage.

Vehicles

Traps

Artifacts

  • Air Titan Robes, Wondrous Item, made of silvery blue cloth, the bearer takes 1/2 damage from magical sources, has advantage against being grappled, and can move an additional 20ft.
  • Chronos’ Fork, wondrous item, made of silver, it is the fork the first titan used to eat his children. While worn as a necklace, the wearer has +2 in all abilities. All people who meet the wearer must make an initial Charisma save (DC 10+ the wearer’s Charisma modifier). On a fail, the person wants to kill the wearer for 1 minute. Once this effect wears off, the person never has to do it again.
  • Earth Titan knuckles, weapon, made of solid brown stone, the bearer is immune to nonmagical slashing damage and the bearer does 1d12 bludgeoning damage. The bearer cannot be charmed or frightened.
  • Fire Titan bow, weapon, made of blackened wood which seems to smolder as if on fire. The bearer cannot get hot and is immune to fire damage. All arrows shot from this bow do an additional 2d6 Fire damage.
  • Gaia’s circlet, wondrous item, a wooden circlet with flowers growing from it, the bearer has access to all the Druid spell list and may cast any of them at any level once per day. The bearer is immune to all diseases and regains 1d6 HP as long as the wearer has 1 HP. The wearer has advantage on the constitution saves, but if they die are immediately taken into the earth as fertilizer and cannot be brought back to life.
  • Harness of Hades, weapon, the chains seem to move when no one is looking at them and is used to submit the souls of the living to the depths of Hades. The bearer cannot be frightened.
  • Ice titan gloves, wondrous item, made of cold silver, the bearer cannot get cold and is immune to cold damage.
  • Knife of 40 cuts, weapon, a dagger which, when used as a stealth attack weapon does 40d4 piercing damage, the additional 39 stabs appearing after the first is made. It killed the first emperor of the Red Empire.
  • Rod of the Pharaohs, rod, a wooden rod in the shape of an ankh, can be used to amplify the voice of the bearer up to 300 ft as an action. The bearer can add their proficiency bonus to any kind of charisma related check (this can be doubled). The bearer has resistance to fire damage.

Legendary

  • Chronoscroll, scroll, these are the scrolls which exist beyond time and can teleport its readers to important moments in the history of the realm the scroll exists in. After it is used, it disappears in arcane fire before hiding itself in a created tomb. Requires 24 hours of reading.
  • Drought of the Ancient Elves, potions, a translucent blue potion which freezes the drinker at their current age for 10 years. For this time, the drinker is immune to all diseases except Feyblight.
  • Hidden Blade (the Blades), weapon, 1d4 damage, does an additional 1d12 damage (which can be added to the rogue sneak damage) when attacking from stealth or when attacking as a reaction, can do an additional 2d12 if the attack is an assassination attack (when the attacker strikes before the target has begun combat). This blade is worn as a bracer and gives +1 to AC. When it is first used, it removes the ring finger from the hand, doing 2d12 damage to the attacker. This blade can double the effective time for any poisons applied to it. These can also be used as keys to specific doors.
  • Knife of Lukil, weapon (4), +1 daggers, made of black, jagged iron, each gives the bearer a stackable +1 to initiative, providing they are not incapacitated. Requires attunement. The knives have the ability to float near their bearer, activated by their word, which gives a stackable +1 to the bearer’s AC and attack as a free action when the bearer attacks.

Very Rare

209)
  • (Dwarven collapsible crossbow, weapon, collapses to make it 1/2 as difficult to carry)

Rare

  • Dwarven collapsible longbow, weapon, collapses to make it 1/2 as difficult to carry
  • Elven longsword, weapon, 1/2 weight, gives the bearer +2 initiative unless incapacitated
  • Elven longbow, weapon, +1 bow, does not have a minimum range
  • Red Empire shield, shield, +1 shield, advantage on saves against area of effect attacks

Uncommon

  • Dwarven crossbow bolts and arrows, weapon ammunition, advantage on hitting heavily armored targets
  • Dwarven longsword, weapon, advantage on hitting heavily armored targets
  • Elven short sword, weapon, 1/2 weight, gives the bearer +2 initiative unless incapacitated
  • Elven dagger, weapon, 1/2 weight, advantage on being thrown
  • Red Empire short sword, weapon, +1 weapon, gives the user the ability to parry for +2 to AC as a reaction

Common

  • Carved Deity Idol, wondrous items, gives the prayer advantage on reaching their deity through a religious rite.

The following are the items which are in the Dungeon Masters Guide:

Siege Equipment (DMG 255-256)

Trident Of Fish Command (uncommon Dmg 209) 1

  • Ballista
  • Cauldron, suspended
  • Mangonel (Hamiq)
  • Ram
  • Siege tower

Vehicles (DMG 119)

  • Keelboat
  • Rowboat
  • Sailing ship
  • All standard mounts
  • All Tack, Harness, and drawn vehicles except carriages, wagons, and exotic saddles. Military saddles are Hamiq sultanate only. Sleds are Ordning only. (PH)

Traps (DMG 122-123)

  • Collapsing roof
  • Falling net
  • Fire-breathing statue
  • Pits
  • Poison darts (Hamiq sultanate)
  • Poison needle (Hamiq sultanate)

Property (DMG 127)

  • Farm
  • Guildhall (Ordning)
  • Inn
  • Keep or small castle (Red Empire)
  • Lodge
  • Shop
  • Temple, large and small
  • Trading post

Artifacts

  • Axe of the dwarvish lords, with brutal pick, earth heart forge, anvil of songs, and shaping hammer (temple of Moradin)
  • Orbs of dragonkind (tombs of the lost magisters)

Legendary

  • Armor +3 (gifts from deities only)
  • Belts of Cloud and Storm giant strength (Ordning, gifts from giant masters) (10 and 5)
  • Efreeti chain (Hamiq sultanate, sultan) (10)
  • Hammer of thunderbolts (dwarves, tombs) (10)
  • Luck blade (Red Empire, emperor) (10)
  • Ring of djinni summoning (Hamiq sultanate, sultan) (10)
  • Ring of elemental command (Red Emperor, Red Empire) (8)
  • Robe of the archmagi (college of magi) (10)
  • Scarab of protection (5 left, Urdo, the Blades, Red Empire, +2 in tombs)
  • Vorpal sword (Red Empire, Xermemnos) (10)
  • Moonblade (Elves) (12)
  • Wave (high priest of Poseidon)
  • Whelm (dwarves, tomb of the ancient emperor of the Low Roads)

Very Rare

  • Ammunition +3
  • Armor +2
  • Arrow of slaying
  • Bag of devouring (Hamiq sulatanate)
  • Belts of stone, frost, and fire giant strength (Ordning)
  • Candle of invocation
  • Carpet of flying (Hamiq sultanate)
  • Demon armor (demons)
  • Dragon scale mail
  • Dwarven plate (dwarves)
  • Dwarven thrower (dwarves)
  • Efreeti bottle (Hamiq sultanate)
  • Figurine of wonderous power, obsidian steed
  • Frost brand
  • Manual of golems (dwarves)
  • Oathbow (elves)
  • Oil of sharpness
  • Ring of regeneration (elves)
  • Ring of telekinesis
  • Rod of absorption
  • Rod of alertness
  • Rod of the pact keeper +3
  • Scimitar of speed (hamiq)
  • Shield +3
  • Spell scroll (very rare)
  • Spellguard shield
  • Staff of Fire
  • Staff of Frost
  • Staff of striking
  • Staff of thunder and lightning (Red Empire)
  • Wand of polymorph
  • Weapon +3

Rare

  • Ammunition +2
  • Armor +1
  • Arrow-catching shield
  • Belt of dwarvenkind (gift from dwarves)
  • Belt of hill giant strength (Ordning)
  • Berserker axe (dwarves and Ordning)
  • Boots of speed
  • Bowl of commanding water elementals
  • Bracers of defense
  • Brazier of commanding fire elementals
  • Censure of controlling air elementals
  • Chime of opening (Far East)
  • (Cloak of the bat)
  • Dagger of venom
  • Dragon slayer
  • Elixir of health
  • Elven chain (elves)
  • Figurine of wonderous power, bronze griffon, ebony fly, golden lion, ivory goat, marble elephant, onyx dog, serpentine owl
  • Flame tongue
  • Folding boat
  • Gem of seeing
  • (Giant slayer)
  • Helm of teleportation
  • Horn of blasting
  • Horseshoes of speed
  • Mace of smiting
  • Necklace of fireballs
  • Necklace of prayer beads
  • Oil of etherealness
  • Portable hole (thieves guild)
  • Potions (rare)
  • Ring of animal influence
  • Ring of evasion (hamiq)
  • Ring of protection
  • Ring of spell storing (elves)
  • Ring of the ram
  • Rod of the pact keeper +2
  • Rope of entanglement
  • Scroll of protection
  • Shield +2
  • Shield of missile attraction
  • Spell scroll (rare)
  • Staff of charming (Red Empire)
  • Staff of healing (Red Empire)
  • Staff of swarming insects
  • Staff of the woodlands (Elves and Ordning)
  • Staff of withering
  • Stone of controlling earth elementals
  • Sword of wounding
  • Vicious weapon (Ordning)
  • Wand of binding
  • Wand of enemy detection
  • Wand of fear
  • Wand of fireballs
  • Wand of lightning bolts
  • Wand of paralysis
  • Weapon +2

Uncommon

  • Alchemy jug
  • Ammunition +1
  • Amulet of proof against detection and location
  • Bag of holding
  • Bag of tricks
  • Boots of elvenkind (elves)
  • Boots of striding and springing
  • Boots of the winterlands (Ordning)
  • Bracera of archery
  • Cap of water breathing
  • Cloak of elvenkind (elves)
  • Cloak of protection
  • Cloak of the manta ray
  • Decanter of endless water
  • Driftglobe
  • (Dust of disappearance)
  • Dust of dryness
  • Dust of sneezing and choking
  • Elemental gem
  • Ever smoking bottle
  • (Eyes of the eagle)
  • Figurine of wonderous power, silver raven
  • Gauntlets of ogre power
  • Gem of brightness
  • Gloves of swimming and climbing
  • Gloves of thievery (thieves guild)
  • (Goggles of night)
  • Helm of telepathy
  • Immovable rod
  • Instruments of the bards (uncommon)
  • Ioun stone (uncommon)
  • Javelin of lightning
  • Keoghtom’s ointment
  • Lantern of revealing
  • Mariner’s armor
  • Mithral armor (elves)
  • Necklace of adaption
  • Pear of power
  • Potion (uncommon)
  • Quiver of Ehlonna (elves)
  • Ring of swimming
  • Ring of warmth (Ordning)
  • Ring of water walking
  • Robe of useful items
  • Rod of the pact keeper +1
  • Rope of climbing
  • Sending stones
  • Sentinel shield (eye)
  • Shield +1
  • Spell scroll (uncommon)
  • Staff of the adder
  • Staff of the python
  • Stone of good luck
  • Sword of vengeance
  • Trident of fish command
  • Wand of magic detection
  • Wand of magic missiles
  • Wand of secrets
  • Wand of the web
  • Weapon +1
  • Weapon of warning (elves)
  • Winged boots (Red Empire)

Common

Trident Of Fish Command (uncommon Dmg 209) Mac

  • All common magical items
  • First bombs have been created (considered very rare) (DMG 268)
  • All adventuring gear, tools, basic weapons, and armor. (Except tinkers tools and gaming sets besides dice)

Trident Of Fish Command (uncommon Dmg 209) Version

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