Trident of Fish Command 5e
Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Commentary by Sam West, Twitter: @CrierKobold
If you were to tell me an uncommon magic item gave you multiple uses of a 5th-level spell, I’d say you’re nuts, that that’d be too powerful. When you limit it down to casting Dominate Beast exclusively on things with a swim speed, I get it. While it’s not the most practical thing in the world, if you’re looking for loot in a seafaring game, this item can be buckets of fun!
Non-spellcasters can attune to this trident, which counts as a magic weapon. They can cast Dominate Beast using the weapon, even if they lack any form of spellcasting otherwise, using the Trident’s save DC.
You still have to follow the other rules of the spell, including maintaining concentration on the Dominate Beast spell or losing its effect.
The best targets for this spell are usually the higher CR sharks and whales, one of which isn’t even a fish!
Critically, the item only requires the beast to have an innate swim speed; Giant Constrictor Snakes, Giant Toads, Plesiosauruses, and Crocodiles all have innate swim speeds, meaning you can use the Trident of Fish Command on them.
Thank you for visiting!
If you’d like to support this ongoing project, you can do so by buying my books, getting some sweet C&C merch, or joining my Patreon.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.