Thunderseal (5e Equipment)

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

A strange weapon wielded by a king that has innate ability to control lightning. The exact capabilities of the Thunderseal are unspecified, but it is made specially for lightning magic users. Electricity can be charged in the blade and be used to make slashes and thrusts more deadly. Likewise, the electricity in the blade can be launched as projectiles at different speed and strength:

Spellcasting Ability:

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

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

Dormant

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

Royal Elegance. An attuned creature gains a +2 bonus to their Dexterity 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.

Gear Killer. This weapon deals 1d8 slashing damage.

Thunder Reigns. An attuned creature gains resistance to Lightning 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.

Stun Edge. As an action and at the cost of 1 charge, this weapon can shoot a ball of lightning. Make a ranges attack against a creature dealing 2d6+Dexterity lightning damage on hit. If target is hit, then they take an additional damage dice of damage if the next attack deals lightning damage.

Dire Eclat. As an action and at the cost of 4 charges this weapon emits a powerful electric charge before slashing, dealing 2d8+Dexterity Slashing and 2d8 Lightning damage on successful melee attack. On hit, the target must roll a Constitution saving throw or be knocked prone. On a successful save, targeted creature 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.

Royal Elegance. An attuned creature gains a +2 bonus to their Dexterity 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.

Gear Killer. This weapon deals 1d10 slashing damage.

Thunder Reigns. An attuned creature gains immunity to lightning 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.

Stun Edge. As an action and at the cost of 1 charge, this weapon can shoot a ball of lightning. Make a ranges attack against a creature dealing 2d8+Dexterity lightning damage on hit. If target is hit, then they take an additional damage dice of damage if the next attack deals lightning damage.

Dire Eclat. As a bonus action and at the cost of 2 charges this weapon emits a powerful electric charge before slashing, dealing 2d8+Dexterity Slashing and 2d8 Lightning damage on successful melee attack. On hit, the target must roll a Constitution saving throw or be knocked prone. On a successful save, targeted creature takes half damage and isn't knocked prone.

Ride the Lightning. As an action and 4 charges you may dash forward in a 20ft line dealing 2d8+Dexterity Slashing and 6d8 Lightning damage and is pushed back to the end of the 20ft line + 10ft. Target creatures within the line must make Dexterity saving throws. On a successful save, the creature takes half damage.

Exalted

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

Royal Elegance. An attuned creature gains a +2 bonus to their Dexterity 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.

Gear Killer. This weapon deals 2d6 slashing damage.

Thunder Reigns. An attuned creature gains immunity to lightning damage and ignores all immunities and resistances to lightning 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.

Stun Edge. As an action and at the cost of 1 charge, this weapon can shoot a ball of lightning. Make a ranges attack against a creature dealing 2d10+Dexterity lightning damage on hit. If target is hit, then they take an additional damage dice of damage if the next attack deals lightning damage.

Dire Eclat. As an action and at the cost of 2 charges this weapon emits a powerful electric charge before slashing, dealing 2d10+Dexterity Slashing and 2d10 Lightning damage on successful melee attack. On hit, the target must roll a Constitution saving throw or be knocked prone. On a successful save, targeted creature takes half damage and isn't knocked prone.

Ride the Lightning. As an action and 4 charges you may dash forward in a 20ft line dealing 2d8+Dexterity Slashing and 6d10 Lightning damage and is pushed back to the end of the 20ft line + 10ft. Target creatures within the line must make Dexterity saving throws. On a successful save, the creature takes half damage.

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 Thunderseal and transform your arm into a dragon scaled arm and engulf your face in glowing energy. 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 Dexterity score, add an additional damage dice to all lightning damage attacks, and an additional 1d10 in lightning 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.


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