Asteran Armory Giant Jawblade Weapon (greatsword), rarity varies (requires attunement) A gigantic sword fashioned from a single jawbone. The primal force of each swing could split a boulder in two. This weapon has a bonus to attack and damage rolls depending on its rarity (rare: +1, very rare: +2, legendary: +3). When you make the Attack action, you may give up one attack to gather power, adding +6 to the next damage roll you make with this weapon. You may do this for any number of attacks, up to a maximum bonus of +18. This bonus persists until you move, are hit by an attack, or make an attack. Wyvern Blade "Blood" Weapon (longsword), rarity varies (requires attunement) A long blade of eastern make, fashioned from razor-sharp red dragon scales. It reacts to a strong fighting spirit. This weapon has a bonus to attack and damage rolls depending on its rarity (rare: +1, very rare: +2, legendary: +3). When you land a critical hit with this weapon, it gains one charge, to a maximum of 5. You may spend a charge as you make an attack to add this weapon's damage die in Fire damage to the attack. If you hit two or more such attacks in a single turn, the Wyvern Blade gains an extra +1 to attack and damage rolls for 1 minute. You can gain up to an extra +3 bonus this way. (All images property of Capcom) Blacksteel Sword & Shield Weapon (shortsword) and armor (shield), rarity varies (requires attunement) A heavy blade and buckler designed to work together as a single weapon. Their dark metal has no luster or shine. These items are attuned to as a single object and must be wielded together to have any effect. While wielding both, you have a bonus to attack rolls, damage rolls, and AC depending on their rarity (rare: +1, very rare: +2, legendary: +3). As a bonus action, you may apply one of four oils contained in a special canister in the shield to the blade. The oil canisters magically refill at dawn, and only hold enough to affect a single attack. Affinity Oil. The attack crits on a roll of 19 or higher. Stamina Oil. On a hit, the target must make a DC 14 Constitution save or be Stunned until end of your next turn. Destroyer Oil. On a hit, the target must make a DC 14 Constitution save or be pushed up to 15 feet away from you. Mind's Eye Oil. The attack has advantage to hit. Dragonbone Twinblades Weapons (scimitars), rarity varies (requires attunement) Twin choppers formed of tempered dragon mandibles. The hunger they fed in life manifests in a vicious thirst for blood. These weapons are attuned to as a single item and must be wielded together to have any effect. They have a bonus to attack and damage rolls depending on their rarity (rare: +1, very rare: +2, legendary: +3). These weapons gain a charge for every point of damage you deal with them, to a maximum of 60. You may spend 30 charges to make an extra attack when you take the Attack action on your turn.

Royal Chordmaker Weapon (greatclub), rarity varies (requires attunement) This rose-gold instrument seems to be designed as a combination of percussion, brass, and cudgel. This weapon has a bonus to attack and damage rolls depending on its rarity (rare: +1, very rare: +2, legendary: +3). When you take the Attack action on your turn, you may declare that you are beginning a song with the Chordmaker. Every time you hit with the Chordmaker, it plays a note. The song stops when you miss an attack or decide to end it. When the song ends, choose an ally within 60 feet of you who can hear you. That creature gains an Inspiration die with a size equal to double the number of notes played (max d12). The Chordmaker's Inspiration dice follow the rules of Bardic Inspiration (PHB 53). You can play a song with the Chordmaker three times, and regain all uses at dawn. Towers of Babel Weapon (lance) and armor (shield), rarity varies (requires attunement) An enormous brass tower shield paired with a lance of incredible reach. A great burden, but a long reach. These items are attuned to as a single object and must be wielded together to have any effect. While wielding both, you have a bonus to your AC depending on their rarity (rare: +1, very rare: +2, legendary: +3). While you are holding both Towers, you ignore the Special rule for Lances, but your speed is halved. In addition, you automatically have Half Cover from any source you are facing. You automatically face a creature you have attacked since the start of your turn. If you have not attacked a creature, you use your reaction to turn and face any direction. Grandrock Weapon (maul), rarity varies (requires attunement) A monstrous petrified femur acts as this unwieldy hammer's head. A single strike can reduce a target to powder. This weapon has a bonus to attack and damage rolls depending on its rarity (rare: +1, very rare: +2, legendary: +3). As an action, you may make a single attack with this weapon. If it hits, you may repeat the process, to a maximum of four attacks. The last attack has disadvantage to hit, but is an automatic critical hit if it connects. Chrome Gunlance Weapon (halberd), rarity varies (requires attunement) A steel polearm with an advanced gunpowder discharge system built in. Grows quite warm with extended use. This weapon has a bonus to attack and damage rolls depending on its rarity (rare: +1, very rare: +2, legendary: +3). The Gunlance holds five shells. You may spend a shell to make a ranged attack against an enemy within 15 feet that deals 1d6 Fire damage on a hit. You may make this attack independently or in addition to a normal melee attack. If you fire a shell in the latter method, it must target the same creature as the melee attack. Reloading the Gunlance takes an action. As an action, you may use the Gunlance's Wyvern's Fire technique to blast enemies with a gout of white-hot gunpowder. Treat this as the spell Agnazzar's Scorcher cast at 3rd level, with a save DC of 14. Afterward, the Gunlance will glow red-hot for an hour, and Wyvern's Fire cannot be used again until it has cooled off.