Devil May Cry Devil Arms legendary items.

by Ender

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Devil Arms

Yamato

Weapon (Longsword), legendary (Requires Attunement)

Finesse, Versatile (1d10 slashing damage.)


A blade of foreign design, it's dark metal folded upon itself during it's legendary craftsmanship. It comes with a ornate bronze guard and handle has an elaborate braided design. The scabbard is dark lacquered wood, with a yellow ribbon, used to tie itself to the users waist.

Yamato's origin is mostly shrouded in mystery, with rumors of it being a key to opening a massive portal to the Hells, but it is known to been forged for a master demon swordsman.


Devilish Power. While your attuned to this magical weapon, you gain +3 to all attack and damage rolls with it, and deal an additional 2d4 Force Damage.

Devilish Counter. Yamato has 3 charges. You may use 1 charge cast Misty Step at a 2nd level spell slot. When you are attacked, you may use 2 charges to cast Misty Step as a reaction. When casted like this, you gain advantage on the next attack against the attacker until the end of your next turn. Yamato regains 1d3 charges at dawn.

Moveset. Yamato has 3 moveset uses that return on a short rest. You may use 1 moveset use to replace on of your attacks with the following;

Judgement Cut. Unsheathe your sword with blinding speed to cut through far away enemies.

Make a ranged weapon attack at an enemy within 30 ft of you. If it hits, make a Sleight of Hand check. If it's above 20, deal 1d6 extra Slashing damage. If its above 28, deal 2d6 extra Slashing damage.

Rapid Slash. Charge forward, carving everything in your wake until you reach your target.

Choose a target within 15 ft of you. You may move in a straight line towards them while not provoking opportunity attacks. Any enemies that come within 5 feet of you like this take 1d6 Slashing damage. Enemies can only take this damage once per turn.

Beowulf

Weapon (Unarmed) legendary (Requires Attunement)


A set of black gauntlets and greaves. The gauntlets resemble the spiky mane and claws of a wolf, while the greaves resemble clawed legs. White veins that glow pure white light cover the ridges of the armor.

Heavy equipment meant for soul-shattering punches and kicks, Beowulf was fromed from the soul of a ruthlessly cruel and vindictive demon, rumored to be the kin of Pazuzu, the demon prince of the Abyss' skies.


Devilish Power. While your attuned to this magical weapon, you gain +3 to all attack and damage rolls with it, and deal an additonal 1d4 Force damage

Unarmed Armaments. To wield Beowulf, you must be unarmored and you are unable to wield normal weapons. Your attacks are at disadvantage unless you are proficient in unarmed strikes. When wielding Beowulf, your unarmed strike damage increases to a 1d8, or to your unarmed strike die if it is higher.

Charged Strike. As a bonus action, you can hold and charge your next strike. Choose a number between 1 and 20. You gain a minus to attack roll equal to the number you chose. If the attack hits, you add that much to the attack's damage roll.

Moveset. Beowulf has 3 moveset uses that return on a short rest. You may use 1 moveset use to replace a single attack with the following;

Zodiac Launch a ball of energized light from your gauntlet.

Make a ranged attack at a target within 60 ft. You deal Radiant damage instead of bludgeoning damage.

Volcano Slam the ground with your fist to create a tiny super-nova.

All creatures around you must make a DC 16 Dexterity savings throw, or take 2d10 Radiant damage and be knocked back 10 ft. On a success, take half damage and isn't knocked back.

Agni and Rudra

Weapons (Scimitars) legendary (Requires Attunement)


A pair of scimitars made of interlocking serrated plates, giving them a jagged edge. Their ends are only sightly jagged but mostly blunt. The pommels of each blade are sculpted into the simple heads, the eyes glowing the blades respective color. Agni's blade and pommel is a fiery orange while Rudra's blade pommel is a light windy blue.

A pair of vicious elemental scimitars that served as the weapons and, by extension, heads of the devil brothers that served as powerful guards that the weapon takes is name from. The brothers, by devil standards, we're quite affable and were gracious to most people, unless they were after what they were enlisted to guard. Through their lives they've always secretly desired for a worthy opponent to wield them.


Devilish Power. You must wield both of the scimitars to gain its benefits. While your attuned to these magical weapon, you gain +2 to all attack and damage rolls with them, and deal an additional 1d4 fire damage with Agni and a extra 1d4 force damage with Rudra.

Sentience. Agni and Rudra are sentient lawful neutral weapons with each having an Intelligence of 11, a Wisdom of 17 and a Charisma of 13. It has normal hearing and vision out of a range of 60 feet. Each of them can speak out loud.

Personality. Agni and Rudra have similar personality, with Rudra having knowledge of human customs and Agni being mostly oblivious to them. Both share a love for strong opponents and a tendency to yell out lines when doing attacks. Their love for strong opponents extends to call out to whoever defeats their wielder and begs them to use them. They are generally obedient to their current wielder.

Moveset. Agni and Rudra has 3 moveset uses that return on a short rest. You may use 1 moveset use to replace a single attack on your turn with the following;

Crawler. Plunge Agni and Rudra in the ground to unleash a line of flame.

Fire snakes in a line 30 feet long and 5 feet wide. A creature standing in that line takes 2d6 fire damage unless it succeeds at a DC 15 Dexterity saving throw, and then it only takes half the damage rolled.

Twister. Twirl Agni and Rudra to create a tornado of fire.

Create a burning tornado in a 10 foot radius around you. Each creature must make a DC 15 Dexterity savings throw or take 2d16 fire damage, or half on a successful save.

Tempest. Continue to rise in the air while spinning your blades, turning your twister into a vortex of flames.

This move can only be used after Twister. Your twister expands to 20 feet, and each creature must make a DC 17 Dexterity savings throw or take 2d8 fire damage, and half on a successful savings throw.

Nevan

Instrument, legendary (Requires Attunement)


A sinister looking lute. The head ends in a wicked spike. The cords are very thick for a lute, and made seemingly from thin, woven silvery wires. The neck is much longer than a normal lute, and seemingly mimics a spine. The base is unlike the normal rounded body of a lute, and is pointed and made of a a mildly glowing purple rock. The top half of the body is much larger and than bottom, and ends much more jaggedly. It seems to hum with electric power when wielded. Any songs played on this lute sound distorted and powerful.

A unholy instrument powered by lightning to enhance its face-melting chords. Created from the soul of the succubus witch Nevan who seduced men down the path of the Hells and fought with swarms of bats and cascades of electrical discharge. She was eventually defeated by a clever and powerful bard, who then transformed her into a demonic lute that calls on her power.


Devilish Riffs. While attuned to this magical instrument, you gain a +3 to Performance checks when using this as a instrument. While your attuned, you become proficient in playing it as a instrument and any attacks you make with it.

Tune up. Use your bonus action to take a stance to perform advanced lute solos and allows you to use your Moveset. When your in this stance, moving more than 5 feet will make you leave the stance.

Moveset. Nevan has 3 moveset uses that return on a short rest. While in Tune Up, you may your action and one moveset use to do one of the following moves (using your Charisma as your spell attack bonus.);

Bat Rift. You play a fast-paced melody on Nevan, and summon swarms of electrical bats to chase your foes.

Roll a Performance check. If its below 20, summon a single swarm of bats. If its above 20, summon 2 swarms of bats. If its above 30, summon 3 swarms of bats. Each swarm attacks a creature of your choice within 60 feet. A bat swarm deals 1d8 lightning damage.

Reverb Shock. Strum a power chord and let loose a blast of sound around you. You create a shockwave of sound around you. Each creature within 10 feet of you must make a DC 15 Strength save or take 2d8 thunder damage and be knocked 15 feet back, or only take half damage on a success.

 

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