Dragon's Tongue

Weapon (any sword), very rare (+2) or legendary (+3) (requires attunement)



Dragon's tongue swords are created by or on behalf of ancient and powerful dragons of all colours and given to humanoid champions in order to further the dragon's agenda. While wielding this sword, you gain a bonus to attack and damage rolls determined by the item's rarity.

When you hit with one of these swords, you can choose to deal its normal damage type (piercing or slashing), or an alternative damage type associated with its dragon (indicated at the start of each description, below). The alternative damage types ignore any resistances the target has, but not immunities.

Each sword has 5 charges that can be spent to trigger effects based on the colour of the dragon that was involved in its creation. It regains 1d4+1 charges at dawn each day. If an effect forces a creature to make a saving throw, the DC is 15 + the sword's attack bonus. Unless otherwise noted, you must be holding the sword to use one of its abilities.



Black (Acid Damage)

The darkened steel blade of this vicious weapon is perpetually slick with a caustic substance

Aquatic Adaptation (1 charge): As a bonus action, your body adapts to give you a swimming speed equal to your walking speed and the ability to breathe underwater for 1 hour. If you spend 3 charges on this ability instead of 1, you can share the effect with up to 5 other creatures of your choice that you can see within 30 feet. You need not be holding the sword to use this ability as long as it is on your person.

As a bonus action, your body adapts to give you a swimming speed equal to your walking speed and the ability to breathe underwater for 1 hour. If you spend 3 charges on this ability instead of 1, you can share the effect with up to 5 other creatures of your choice that you can see within 30 feet. You need not be holding the sword to use this ability as long as it is on your person. Swarm of Flies: (2 charges) As an action, you cause a cloud of biting insects to swarm around one or two creatures you can see within 30 feet. Each creature must make a Constitution save, taking 4d8 piercing damage on a failure and becoming incapacitated until the end of its next turn. On a successful save, the creature takes half damage and is not incapacitated.



Blue (Lightning Damage)

The blued steel blade of this sword is secured in a carved and decorated hilt made from the bone of a desert-dwelling creature

Lightning Arc (3 charges): As an action, you cause a 5-foot-wide line of lightning to arc between two creatures you can see within 60 feet of you. The creatures must be no more than 30 feet apart from each other and not separated by total cover. Each creature in the line must make a Dexterity saving throw and the two creatures you chose have disadvantage on the save. Each creature takes 6d6 lightning damage on a failed save and half as much on a success.

As an action, you cause a 5-foot-wide line of lightning to arc between two creatures you can see within 60 feet of you. The creatures must be no more than 30 feet apart from each other and not separated by total cover. Each creature in the line must make a Dexterity saving throw and the two creatures you chose have disadvantage on the save. Each creature takes 6d6 lightning damage on a failed save and half as much on a success. Scouring Winds (2 charges): As an action, you cause abrasive desert winds to swirl around a 15-foot square area within 60 feet of you. Any creature in the area must make a Constitution save, taking 3d6 slashing damage on a failure and becoming blinded until the end of your next turn. On a successful save, it takes half damage and is not blinded.



Green (Poison Damage)

This simple and functional-looking weapon transforms when wielded in combat to sport a cunning curve and a number of brutal serrations

Grasping Thorns (2 charges): As an action, you cause a tangled mass of thorns to burst from the ground in a 5-foot radius centred on a point you choose within 60 feet. The thorns create difficult terrain and last until the end of your next turn. Creatures in the area when the vines appear must make a Strength saving throw. On a failed save, a creature takes 3d6 piercing damage and is restrained until the vines disappear. On a successful save, the creature takes half damage and is not restrained.

As an action, you cause a tangled mass of thorns to burst from the ground in a 5-foot radius centred on a point you choose within 60 feet. The thorns create difficult terrain and last until the end of your next turn. Creatures in the area when the vines appear must make a Strength saving throw. On a failed save, a creature takes 3d6 piercing damage and is restrained until the vines disappear. On a successful save, the creature takes half damage and is not restrained. Induce Nausea (1 charge): As a bonus action, you can cause a creature within 30 feet of you to experience intense nausea. The creature must making a Constitution saving throw. On a failure, it is poisoned for 5 minutes. If the creature is in combat, it can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. You need not be holding the sword to use this ability as long as it is on your person and it is not obvious to the target or any bystanders that you caused the effect.



Red (Fire Damage)

This weapon is bold and imposing, featuring a wide blade and a subtle curve with darkened, almost charred edges