Wave

ItemXDMGp. 3232024artifact
Type
M|XPHB
Rarity
artifact
Attunement
Required
Weight
4 lb.
Damage
1d8 P (1d10 two-handed)
Properties
T|XPHB, V|XPHB
Mastery
Topple|XPHB
Range
20/60

Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.

While holding Wave, you gain the following benefits:

  • Combat Ready. You have Advantage on Initiative rolls.
  • Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.

Aquatic Command

Wave has 3 charges and regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.

Globe of Invulnerability

While holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can't be used again until the next dawn.

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 120 feet.

The weapon communicates telepathically with its wielder and speaks Aquan.

Personality

Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weapon's objectives in the world.

Destroying Wave

Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued with a storm giant's strength. Destroying Wave angers a god of the sea, who sends powerful agents to attack the island and punish the destroyers.

Raw data
{
  "dmg1": "1d8",
  "dmg2": "1d10",
  "name": "Wave",
  "page": 323,
  "type": "M|XPHB",
  "range": "20/60",
  "__prop": "item",
  "rarity": "artifact",
  "source": "XDMG",
  "weight": 4,
  "charges": 3,
  "dmgType": "P",
  "entries": [
    "Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.",
    "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the {@dice d20} for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.",
    "While holding Wave, you gain the following benefits:",
    {
      "type": "list",
      "items": [
        {
          "name": "Combat Ready",
          "type": "item",
          "entries": [
            "You have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls."
          ]
        },
        {
          "name": "Underwater Adaptation",
          "type": "item",
          "entries": [
            "A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment."
          ]
        }
      ],
      "style": "list-hang-notitle"
    },
    {
      "name": "Aquatic Command",
      "type": "entries",
      "entries": [
        "Wave has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While you carry it, you can expend 1 charge to cast {@spell Dominate Beast|XPHB} (save {@dc 20}) from it on a Beast that has a {@variantrule Swim Speed|XPHB}."
      ]
    },
    {
      "name": "Globe of Invulnerability",
      "type": "entries",
      "entries": [
        "While holding Wave, you can cast the level 9 version of {@spell Globe of Invulnerability|XPHB} from it. Once used, this property can't be used again until the next dawn."
      ]
    },
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "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 {@sense Darkvision|XPHB} out to 120 feet.",
        "The weapon communicates telepathically with its wielder and speaks Aquan."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weapon's objectives in the world."
      ]
    },
    {
      "name": "Destroying Wave",
      "type": "entries",
      "entries": [
        "Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a {@creature storm giant|XMM} or someone imbued with a storm giant's strength. Destroying Wave angers a god of the sea, who sends powerful agents to attack the island and punish the destroyers."
      ]
    }
  ],
  "mastery": [
    "Topple|XPHB"
  ],
  "baseItem": "trident|xphb",
  "property": [
    "T|XPHB",
    "V|XPHB"
  ],
  "recharge": "dawn",
  "sentient": true,
  "_category": "Other",
  "reqAttune": true,
  "_entryType": "weapon ({@item Trident|Xphb})",
  "_textTypes": [
    "martial weapon",
    "melee weapon"
  ],
  "_attunement": "(Requires Attunement)",
  "_isEnhanced": true,
  "bonusWeapon": "+3",
  "_fullEntries": [
    "Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.",
    "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the {@dice d20} for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.",
    "While holding Wave, you gain the following benefits:",
    {
      "type": "list",
      "items": [
        {
          "name": "Combat Ready",
          "type": "item",
          "entries": [
            "You have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls."
          ]
        },
        {
          "name": "Underwater Adaptation",
          "type": "item",
          "entries": [
            "A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment."
          ]
        }
      ],
      "style": "list-hang-notitle"
    },
    {
      "name": "Aquatic Command",
      "type": "entries",
      "entries": [
        "Wave has 3 charges and regains {@dice 1d3} expended charges daily at dawn. While you carry it, you can expend 1 charge to cast {@spell Dominate Beast|XPHB} (save {@dc 20}) from it on a Beast that has a {@variantrule Swim Speed|XPHB}."
      ]
    },
    {
      "name": "Globe of Invulnerability",
      "type": "entries",
      "entries": [
        "While holding Wave, you can cast the level 9 version of {@spell Globe of Invulnerability|XPHB} from it. Once used, this property can't be used again until the next dawn."
      ]
    },
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "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 {@sense Darkvision|XPHB} out to 120 feet.",
        "The weapon communicates telepathically with its wielder and speaks Aquan."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weapon's objectives in the world."
      ]
    },
    {
      "name": "Destroying Wave",
      "type": "entries",
      "entries": [
        "Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a {@creature storm giant|XMM} or someone imbued with a storm giant's strength. Destroying Wave angers a god of the sea, who sends powerful agents to attack the island and punish the destroyers."
      ]
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Thrown",
        "type": "entries",
        "entries": [
          "If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon."
        ]
      }
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Versatile",
        "type": "entries",
        "entries": [
          "A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack."
        ]
      }
    },
    {
      "data": {
        "item__mergedEntryTag": "mastery"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Mastery: Topple",
        "page": 214,
        "type": "entries",
        "source": "XPHB",
        "entries": [
          "If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw ({@dc 8} plus the ability modifier used to make the attack roll and your {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, the creature has the {@condition Prone|XPHB} condition."
        ]
      }
    }
  ],
  "_entrySubType": "martial weapon, melee weapon",
  "attachedSpells": {
    "charges": {
      "1": [
        "dominate beast|xphb"
      ]
    }
  },
  "rechargeAmount": "{@dice 1d3}",
  "weaponCategory": "martial",
  "_attunementCategory": "Requires Attunement"
}