Dragon Weapons
Mysterious weapons made from red metal can be found all throughout Gielinor. These dragon weapons were created by the Dragonkin, a mysterious and ancient race of lizard-like humanoids whose power is rivaled only by the gods. Dragon weapons come in many different forms. They are more powerful than typical weapons and possess innate magic that gives them a variety of different properties.
Dragon Battleaxe
Weapon (battleaxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon.
Rampage. Before you attack, you can raise this battleaxe into the air and let out a furious roar. If you do, you gain advantage on any attacks made with the battleaxe until the start of your next turn. Additionally, if you roll a 1 or a 2 on a damage die for an attack you make with it during this time, you can reroll that die, but you must use the new result. Also during this time, the next attack roll made against you is made with advantage. You can use this feature once, and can't use it again until the next dawn.
Fashioned from a strange red metal and decorated with spikes, this wide-bladed battleaxe exhibits a very foreign style of craftsmanship. Its magic can be harnessed to sacrifice the wielder's defenses for increased strength.
Dragon Claw
Melee weapon (martial), rare (requires attunement)
Damage: 1d4
Damage Type: Slashing
Properties: Finesse, Light
Weight: 3 lb.
You gain a +1 bonus to attack and damage rolls made with this weapon.
Slice & Dice. This pair of weapons has 3 charges. When you are wielding a pair of dragon claws and hit a creature with them on your turn, you can consume a charge to perform a flurry of blindingly fast swipes. When you do so, the attack deals an extra 2d4 damage. This extra damage isn't increased as a result of a critical hit. The claws regain 1d3 expended charges daily at dawn.
Fashioned from a strange red metal and decorated with spikes, these massive claws exhibit a very foreign style of craftsmanship. They are worn on the wielder's hands to be used in up-close, brutal combat and allow them to attack with incredible speed. The claws are flexible enough to allow for simple physical interactions like opening doors and pushing objects, but not enough to allow the wielder fine control, such as the ability to hold and use another weapon or tool while wearing them. You can attune to one claw or a pair of claws using one attunement slot.
Dragon Dagger
Weapon (dagger), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon.
Puncture. This dagger has 5 charges. When you attack a creature with this dagger on your turn, you can consume a charge to perform a second strike immediately. When you do so, you make one additional attack against the same creature. The dagger regains 1d4 + 1 expended charges daily at dawn.
Fashioned from a strange red metal and decorated with spikes, this deadly dagger exhibits a very foreign style of craftsmanship. It's magic allows the wielder to perform surprisingly swift attacks.
Written by DragonZaid
Dragon Defender
Weapon (dagger), uncommon
You gain a +1 bonus to attack and damage rolls made with this weapon.
When this dagger is wielded as an offhand weapon with another weapon in your main hand, you gain a +1 bonus to your AC.
Fashioned from a strange red metal and decorated with spikes, this small weapon exhibits a very foreign style of craftsmanship. It has a thick blade and the hilt is fashioned with multiple guards to allow for it to be used defensively.
Dragon Halberd
Weapon (halberd), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon.
Sweep. The halberd has 3 charges. When you attack with it, you can forgo one of your attacks to consume a charge and perform a sweeping attack in front of you, aided by the halberd's magic. If you do, any creatures within a 15-foot cone originating from you must make a DC 13 Dexterity saving throw, taking 2d10 slashing damage on a failed save, or half as much on a successful one. The halberd regains 1d3 expended charges daily at dawn.
Fashioned from a strange red metal and decorated with spikes, this long weapon exhibits a very foreign style of craftsmanship. Its magic can propel it in a sweeping shape, allowing it to strike many enemies at once.
Dragon Longsword
Weapon (longsword), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon.
Cleave. The longsword has 5 charges. When you hit a creature with it, you can consume a charge to perform a swift downward blow. The damage dice for this attack become 2d6 if the sword is wielded in one hand, or 2d8 if the sword is wielded in two hands. The longsword regains 1d4 + 1 expended charges daily at dawn.
Fashioned from a strange red metal and decorated with spikes, this long blade exhibits a very foreign style of craftsmanship. Its magic allows it to be used to make powerful cleaving strikes.
Dragon Mace
Weapon (mace), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon.
Shatter. The mace has 3 charges. Before you make an attack with it, you can expend a charge to wind up a magically-powered blow before striking in an upward motion. If you do, you gain advantage on the next attack you make with it. The mace regains 1d3 expended charges daily at dawn.
Fashioned from a strange red metal and decorated with spikes, this bulky mace exhibits a very foreign style of craftsmanship. Its magic allows it to make highly accurate upward strikes.
Dragon Scimitar
Weapon (scimitar), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon.
Sever. The scimitar has 3 charges. When you hit a creature with it, you can expend a charge to use its power to give the creature a penalty to the next saving throw it makes within 1 minute equal to 1d4. The scimitar regains 1d3 expended charges daily at dawn.
Fashioned from a strange red metal and decorated with spikes, this sharp, curved blade exhibits a very foreign style of craftsmanship. Its magic allows it to be used to make a foe more susceptible to certain spells and attacks.
Dragon Spear
Weapon (spear), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon.
Shove. When you hit a creature with this spear, you can utilize its magic to follow up the attack by quickly bashing the creature with its shaft. If you do, the creature must succeed on a DC 13 Strength saving throw or be shoved 5 feet away from you and be stunned until the end of its next turn. You can use this feature once, and can't use it again until the next dawn.
Fashioned from a strange red metal and decorated with spikes, this pointed weapon exhibits a very foreign style of craftsmanship. Its sturdy hilt can be used to quickly bash foes, potentially stunning them.
Dragon Two-handed Sword
Weapon (greatsword), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon.
Powerstab. When you attack with this sword on your turn, you can forgo one of your attacks and thrust the sword into the ground, causing it to erupt around you. Each creature within 5 feet of you must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save or half as much on a successful one. You can use this feature once, and can't use it again until the next dawn.
Fashioned from a strange red metal and decorated with spikes, this huge sword exhibits a very foreign style of craftsmanship. Its magic allows it to be thrust into the ground to deal damage in an area around the wielder.
Dragon Warhammer
Weapon (warhammer), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon.
Bash. The warhammer has 3 charges. When you hit a creature with it, you can expend a charge to use its power to decrease the creature's AC by 1 for 1 minute. A creature's can't be reduced by more than 1 in this way. The warhammer regains 1d3 expended charges daily at dawn.
Fashioned from a strange red metal and decorated with spikes, this bulky warhammer exhibits a very foreign style of craftsmanship. Its magic allows it to be used to weaken a foe's defenses.
Written by DragonZaid