Dragon Spine and Claw (5e Equipment)

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Weapon (longsword and dagger), legendary (requires attunement)

Crafted out of an ancient sapphire dragon's bones, a weaponsmith created this sword and its sister dagger shortly after its death.

You gain a +3 bonus to attack and damage rolls made with these magic weapons. If you attune to one, you attune to the other if it is within reach during the process. They count as one item, for the purposes of attunement. The sword deals an extra 1d6 thunder damage and the dagger deals an extra 1d6 psychic damage. You gain the benefits of the Two-Weapon Fighting fighting style and can engage in two-weapon fighting without penalty. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

This weapon has 4 charges, and regains 1d4 charges at dawn. As an action, you can expend one charge to,

  • Deliver a high-pitched, nearly inaudible sound in a 30-foot cone from the sword. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 38 (7d10) thunder damage and is Dazed until the end of its next turn. A Dazed creature can move or take one action on its turn, not both. It also can’t take a bonus action or a reaction. On a successful save, the creature takes half as much damage and isn't Dazed.
  • Create a wave of psychic dissonance from the dagger. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save, the creature takes 33 (6d10) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

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