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Junkyard Dog Mk III (5e Equipment)

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Weapon (Club), Legendary (requires attunement by a lv17 creature with 17 or more strength and 15 or more wisdom)

A strange weapon created and weilded by a certain Guilty Gear that has innate ability to control fire & light that has felled many a foe. Its a long rectangular blade that acts more like a club with only one end of it actually being sharp and contains a mystical weapon inside it known as the Fireseal while the case surronding it is called the Flashing Fang. It's said that these two pieces are but 2 of 10 pieces that froma super weapon known as OutRage which can the Due to the strange nature of this weapon, it must be held backwards as most magic attacks from it come from the exhaust port at the front. You gain +2 Bonus to attack and damage rolls of fire-based (i.e Fireball) spells and attacks when this weapon is equipped. The creature also gains +2 to Strength when using this weapon and deals 1d8 bludgeoning or slashing damage. To weild the weapon the creature must 18 or more strength and 15 or more dexterity else the blade will be to heavy too use.


Charges: It contains ten charges for its spells and when they are spent, the weapon must be recharge for 5 days in long rest and will gain back 1d4 charges each day after a long rest.

Gunflame: as an action and at the cost of one charge, this weapon can fling forth a small undulating pillar of flame 6ft tall and that travels 5ft that deals 2d8 fire damage

Bandit Bringer/Fafnir: as an action and at the cost of three charges this weapon will encase the arm not holding the weapon in explosive flame to deliver a powerful punch dealing 2d6 fire damage 1d12 bludgeoning and will knockback the targeted creature 5ft.

Dragon Install: as an action and at the cost of 7 charges The weapon will allow you to tap into the raging energy sealed inside the Fireseal and engulf you in a devastatingly powerful aura. When activated this weapon becomes a large black slab with a handle on it, with only a glowing orange sigil, stemming from the hilt reaching the middle of it. While this aura engulfs you, you gain +3 strength and 1d4 in fire damage for all attack and damage rolls and all fire based spells gain an extra 1d10 of fire damage. This aura lasts for 2 turns and when it disspates. its sheer might forces you to recollect uyourself leaving you open for 1 turn.

Branding Breach: Only while in Dragon Install you can use an action and spend three charges to unleash the full power of the Fireseal withn allowing you to bash the target with a massive column of flame that explodes on impact dealing 2d6 Bludgeoning and 10d10 fire damage. to succesfully use this move the creature must make a Constitution saving throw of 22 or higher. if it fails, the charges are wasted, Dragon Install is lost and the weapon deaxctivates meaning you no longer gain the benefits of using it until it reactivates after a long rest.

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