Dragon forged artifacts

ancient gear, forged in long forgotten time for long dead elite and select soliders in a war between the Dragons and Primordials that no living soul remember it's start. Such weapons were made in the image of select Dragons, in the image of themselves and using their breath in their forging. The war has been long forgotten, but the might of the magic remains.

Design and variants

Most of the weapons are blades, shortswords, longswords, rapiers, dagger and ect. With their hilt in the shape of dragon's head or a wing hilt guard protecting the wielder's hand. The hilt's color matches the type of dragon that made it, along with the extra damage type that the weapon deals. You can find pieces of armor and shields made in the same fashion as well

Damage type and color

Color Damage Type Black, Copper Acid Blue, Bronze Lighting Brass, Gold, Red Fire Green Poison Silver, White Cold

Dragonforge Weapon

Very Rare, Requires attunment This weapon was forged in the breath weapon of a dragon, and remnants of it's magic are now inseperate from the metal. It's type affects how it feels to the touch[dm's choice]

You gain a +1 to all attack and damage rolls

You deal an extra 1d6 of the corrosponding elemental damage on a successful hit

the weapon holds 5 charges, 1d4 refresh every dawn

You can use one charge in order to, as an action, cause the weapon in your hand to release a dracnoic roar. Every creature within 30ft except you must make a Charisma saving throw(DC 17) or become frieghtened. The affected creatues are frieghtened until the end of your next turn. A creature that passed the save is immune to the effect for 24 hours

When you hit a creature with an attack from this weapon, you can spend 2 charges to deal an extra 2d6 damage of the corrosponding type to the creature

Dragonforge Shield

Very Rare, Requires attunement

This shield carries the face of a dragon of it's color in it's center, witht he bulk of the shield made to be spread wings.

You gain a +1 to ac

You gain resistence to [Type] damage

the weapon holds 4 charges, 1d4 refresh every dawn

You can use one charge in order to, as an action, cause the weapon in your hand to release a dracnoic roar. Every creature within 30ft except you must make a Charisma saving throw(DC 17) or become frieghtened. The affected creatues are frieghtened until the end of your next turn. A creature that passed the save is immune to the effect for 24 hours

when a creature misses you with an attack, you may use your reaction and 2 charges to force the creature to make a dexterity saving throw[dc 16], on a fail they take 2d8 [type] damage which overcomes any resistence