Junkyard Dog Mk III (5e Equipment)

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Weapon (longsword), Artifact (Prerequisites: 16 or more Strength and 16 or more Constitution)

A strange weapon created and wielded by a certain Guilty Gear that has innate ability to control fire & light that has felled many foes. It's 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 surrounding it is called the Flashing Fang. It's said that these two pieces are but 2 of 10 pieces from the super weapon known as OutRage which can. 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.

Spellcasting Ability:

Your spell save DC = 8 + your proficiency bonus + your Strength modifier

Your spell attack bonus = your proficiency bonus + your Strength modifier

Dormant

Magic Weapon. An attuned creature gains a +1 bonus to attack rolls and damage rolls with this weapon.

Burning Rage. An attuned creature gains a +2 bonus to their Strength ability score.

Unbreakable Edge. This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.

Brutal Edge. This weapon deals 1d8 Bludgeoning or Slashing damage.

Hellish Flames. An attuned creature gains resistance to fire damage.


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

Gun flame. As a bonus action and at the cost of 1 charge, this weapon can shoot a flaming bullet. Making a ranges attack against a creature dealing 2d6+Strength fire damage on hit. If target is hit, then they take an additional damage dice of damage if the next attack deals fire damage.

Bandit Bringer. As an action and at the cost of 4 charges this weapon will encase the arm not holding the weapon in explosive flame to deliver a powerful punch dealing 2d8+Strength bludgeoning and 2d8 fire damage within a 10 feet radius. Creature(s) with range must roll a Constitution saving throw or be knocked prone. On a successful, creature(s) takes half damage and isn't knocked prone.

Awakened

Magic Weapon. An attuned creature gains a +2 bonus to attack rolls and damage rolls with this weapon.

Burning Rage. An attuned creature gains a +2 bonus to their Strength ability score.

Unbreakable Edge. This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.

Brutal Edge. This weapon deals 1d10 Bludgeoning or Slashing damage.

Hellish Flames. An attuned creature gains immunity to fire damage.


Charges: It contains ten charges for its spells and when they are spent, the weapon must be recharged for a long rest and will gain back 1d6 charges each day after a long rest.

Gun flame. As a bonus action and at the cost of 1 charge, this weapon can shoot a flaming bullet. Making a ranges attack against a creature dealing 2d8+Strength fire damage on hit. If target is hit, then they take an additional damage dice of damage if the next attack deals fire damage.

Bandit Bringer. As an action and at the cost of 2 charges this weapon will encase the arm not holding the weapon in explosive flame to deliver a powerful punch dealing 2d8+Strength bludgeoning and 2d8 fire damage within a 10 feet radius. Creature(s) with range must roll a Constitution saving throw or be knocked prone. On a successful, creature(s) takes half damage and isn't knocked prone.

Dragon Install. As an action when at 1/3 HP or less and at the cost of 2 charges the weapon will allow you to tap into the raging energy sealed inside the Fireseal and engulf you in a devastatingly powerful aura. Upon activating, creatures within 10ft must make a Constitution saving throw or take 3d8 force damage and be pushed 10ft away on failed save or take half damage and not be pushed back on successful save. While this aura engulfs you, you gain +2 Strength score, add an additional damage dice to all fire damage attacks, and an additional 1d8 in fire damage for all attack and spell damage rolls. This effect ends when you are raised above 1/3 max HP, when knocked unconscious, or when deactivated as a bonus action.

Exalted

Magic Weapon. An attuned creature gains a +3 bonus to attack rolls and damage rolls with this weapon.

Burning Rage. An attuned creature gains a +2 bonus to their Strength ability score.

Unbreakable Edge. This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.

Brutal Edge. This weapon deals 2d6 Bludgeoning or Slashing damage.

Hellish Flames. An attuned creature gains immunity to fire damage and ignores all immunities and resistances to fire damage.


Charges: It contains twelve charges for its spells and when they are spent, the weapon must be recharged for a long rest and will gain back 1d6+2 charges each day after a long rest.

Gun flame. As a bonus action and at the cost of 1 charge, this weapon can shoot a flaming bullet. Making a ranges attack against a creature dealing 2d10+Strength fire damage on hit. If target is hit, then they take an additional damage dice of damage if the next attack deals fire damage.

Bandit Bringer. As an action and at the cost of 2 charges this weapon will encase the arm not holding the weapon in explosive flame to deliver a powerful punch dealing 2d10+Strength bludgeoning and 2d10 fire damage within a 10 feet radius. Creature(s) with range must roll a Constitution saving throw or be knocked prone. On a successful, creature(s) takes half damage and isn't knocked prone.

Dragon Install. As an action when at 1/2 HP or less and at the cost of 2 charges the weapon will allow you to tap into the raging energy sealed inside the Fireseal and engulf you in a devastatingly powerful aura. Upon activating, creatures within 10ft must make a Constitution saving throw or take 3d8+10 force damage and be pushed 10ft away on failed save or take half damage and not be pushed back on successful save. While this aura engulfs you, you gain +2 Strength score, add an additional damage dice to all fire damage attacks, and an additional 1d10 in fire damage for all attack and spell damage rolls. This effect ends when you are raised above 1/2 max HP, when knocked unconscious, or when deactivated as a bonus action.

Branding Breach. As an action and 4 charges you may dash forward in a 20ft line. Target creature within the line must roll a Strength saving throw, on a failed save the target is grappled and slammed to the ground dealing 2d8+Strength Slashing and 6d10 fire damage and is prone. On a successful save, target creature takes half the damage and is not prone. Creatures within 10 feet must roll a Dexterity saving throw. On a failed save, creatures take 6d8 fire damage and pushed back 10ft, half damage on a successful save.

(Sol Badguy's Junkyard Dog from Guilty Gear franchise)

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