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Tiamat's Fang
weapon (dagger), legendary (requires attunement)
This dagger is forged from one of Tiamat's teeth and imbued with her draconic power. It has five gems embedded in its hilt, each corresponding to one of Tiamat's heads: black, blue, green, red, and white.
Draconic Might
You gain a +3 bonus to attack and damage rolls made with this magic weapon.Elemental Fury
When you hit a creature with this weapon, you can choose one of the following additional effects based on the gem you activate:Black: The target must succeed on a DC 18 Constitution saving throw or take 10 () acid damage and be blinded until the end of your next turn.
Blue: The target must succeed on a DC 18 Dexterity saving throw or take 10 () lightning damage and be stunned until the end of your next turn.
Green: The target must succeed on a DC 18 Constitution saving throw or take 10 () poison damage and be poisoned until the end of your next turn.
Red: The target must succeed on a DC 18 Dexterity saving throw or take 10 () fire damage and be set ablaze. A creature ignited by this effect takes 5 () fire damage at the start of each of its turns until someone takes an action to douse the fire.
White: The target must succeed on a DC 18 Constitution saving throw or take 10 () cold damage and have their speed halved until the end of your next turn.
You can use each gem's effect once per day, regaining all expended uses at dawn.
Draconic Resilience
While you are attuned to this weapon, you have resistance to acid, cold, fire, lightning, and poison damage.Tiamat's Fang
weapon (dagger), legendary (requires attunement)
This dagger is forged from one of Tiamat's teeth and imbued with her draconic power. It has five gems embedded in its hilt, each corresponding to one of Tiamat's heads: black, blue, green, red, and white.
Draconic Might
You gain a +3 bonus to attack and damage rolls made with this magic weapon.Elemental Fury
When you hit a creature with this weapon, you can choose one of the following additional effects based on the gem you activate:Black: The target must succeed on a DC 18 Constitution saving throw or take 10 () acid damage and be blinded until the end of your next turn.
Blue: The target must succeed on a DC 18 Dexterity saving throw or take 10 () lightning damage and be stunned until the end of your next turn.
Green: The target must succeed on a DC 18 Constitution saving throw or take 10 () poison damage and be poisoned until the end of your next turn.
Red: The target must succeed on a DC 18 Dexterity saving throw or take 10 () fire damage and be set ablaze. A creature ignited by this effect takes 5 () fire damage at the start of each of its turns until someone takes an action to douse the fire.
White: The target must succeed on a DC 18 Constitution saving throw or take 10 () cold damage and have their speed halved until the end of your next turn.
You can use each gem's effect once per day, regaining all expended uses at dawn.