Slayer Destroyer (5e Equipment)
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Weapon (glaive, lance, longsword, shortsword, longbow), legendary (requires attunement)
A strange weapon covered in a spiral with "teeth". All possible weapon forms have a +3 bonus to attack and damage rolls and deal an additional 4d6 damage against creatures of the dragon type. This additional damage is of the same type that the weapon deals. The destroyer becomes a gauntlet or some other article upon it's owner's body when not in use.
When in the area of a dragon the weapon hums with energy and fills it's user with hatred for all things draconic. When used to strike a blow on a dragon, it seems to become a living thing; teeth start sprouting and the weapon shifts as it gorges itself upon the very soul of the dragon.
Curse of the Dragonsoul. When a destroyer has consumed a dragon it gains a special property inline with the dragon type.
Black- Your weapon seems to shift madly and you hear thoughts of hatred that are not your own. You have disadvantage on Wisdom and Intelligence saving throws, and when you finish a long rest, you gain a long-term madness. The magical weapon also deals an additional 2d8 psychic damage. It has the special feature Howl of the Damned (Recharge 6). As an action, you may launch out a 20 foot cone of madness. Creatures within the cone must make a DC 15 Intelligence saving throw. On a failure, the creature takes 4d8 psychic damage and gains a long-term madness. On a success, the creature takes half damage and do not gain madness.
White- Your weapon is covered in frost at all times, and it seems to lower the temperature of the surrounding area. It causes you to take 1d4 cold damage every 10 minutes you have the weapon attuned, ignoring resistance and treating immunity as resistance. It deals an additional 2d8 cold damage to every creature you hit. It has the special feature Frost Aura. As an action, all creatures in a 15 ft sphere around the wielder must make a DC 15 Constitution saving throw. On a failure, the creature takes 3d8 cold damage and is paralyzed until the start of your next turn. On a success, the creature takes half damage and is not paralyzed. You must complete a short or long rest to use this effect again.
Blue- Your weapon crackles with energy and fills you with speed. Every round you have it equipped, you must make a DC 16 Constitution saving throw. On a failure, you are paralyzed until the start of your next turn. All creatures hit by this weapon must a DC 13 Constitution saving throw at the end of your turn. On a failure, they are paralyzed until the start of your next turn. It has the special rule Storm Speed. Your base movement speed increases by 30 feet for 1 minute. You must complete a long rest to use storm speed again.
Green- You have disadvantage on Constitution saving throws while attuned to this weapon. As an action, you can make your weapon emit poisonous radiation for 1 minute. At the start of your turn, the wielder and all creatures with 10 feet of you must make a DC 17 Constitution saving throw or take 6d6 poison damage and become blinded with sickness for 1 minute. Creatures immune to disease or poison are immune to this. On a success, the target is not blinded and takes half damage. All creatures that are blinded may make a saving throw at the end of their turn to end the effect.
Red- Your weapon is encircled with white-hot flames and it seems to raise the temperature of the surrounding area. It causes you to take 1d4 fire damage every 10 minutes you have the weapon attuned, ignoring resistance and treating immunity as resistance. It deals an additional 4d4 fire damage to every creature you hit. It has the special feature Supernova. As an action, all creatures in a 15 foot sphere centered on the wielder must make a DC 15 Dexterity saving throw. On a failure, the creature takes 5d6 fire damage and is knocked prone if they are Large or smaller. On a success, the creature takes half damage and is not prone. You must complete a short or long rest to use this effect again.
Gold- Your weapon burns with passion, filling the wielder with hope and righteousness. When you attack a good or neutral aligned creature, you take 2d12 fire damage, ignoring resistances and treating immunity as resistance. You also have disadvantage on Stealth and Insight checks while attuned to the weapon. This weapon deals an additional 4d4 fire damage to every creature you hit.
Copper- You gain an undying hatred towards another race. When you see said race, you must make a DC 15 Wisdom saving throw with the DC raising by 1 for every other creature of the same race that you see. On a failure, you enter a rage for 1 minute, attacking every creature of said race. This weapon deals an extra 2d6 acid damage to every creature you hit and deals an extra 2d4 acid damage against the race of your enmity. After you enter a rage, you will not be able to enter another rage until 10 minutes have passes.
Bronze- Your weapon emanates electricity. While equipped, every attack you make deals an additional 2d10 lightning damage and discharges energy. For every attack that hits you take 3d10 lightning damage as well that ignores resistances and treating immunity as resistance.
Brass- Your weapon makes you think you are invincible. You gain resistance to fire, acid, radiant, and necrotic damage. When you are reduced to below half of your maximum hit points, they resistances turn into vulnerabilities for as you have the weapon attuned. Even after you become vulnerable to the damage types, you will still believe that you are resistant to those damage types.
Silver- Your weapon shimmers with extravagant colors, reflecting great amounts of light. While equipped, foe every hour you spend with a good-aligned creature you must make a DC 16 Wisdom saving throw. On failure, you secretly will attack them when they are most vulnerable(heavily damaged, sleeping, ect.). This weapon deals an additional 3d8 radiant damage to good-aligned creatures.
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