Text | You have a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one additional attack with it as a bonus action on each of your turns.
Curse:
You're unwilling to part with this weapon while attuned to it. You're also vulnerable to radiant damage and each time you receive magical healing, you must make a DC 15 Constitution saving throw. On a failed save, the healing has no effect. Only the Remove Curse spell allows you to end attunement to this item.
Corrupting:
This item corrupts. See the "Infernal Item Corruption" section.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Proficiency: martial, trident
Source: Chains of Asmodeus p. 267 (Third Party) |