Beowulf (5e Equipment)

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Weapon (Gauntlets), Legendary (Requires Attunement)

Beowulf is a set of black gauntlets and greaves with a somewhat animalistic look. The gauntlets vaguely resemble a wolf's head, with fangs and mane. The greaves look like clawed legs. They also have glowing veins that have white light flowing through them. As they are "blessed with the sacred light," all of Beowulf emits light with each punch and kick. They are capable of concentrating light into a ball and throwing it or erupting it from the user's body. It can also cover the user in light. (Taken from DMC Wiki)

These gauntlets and greaves possess five(5) charges. You can take a bonus action once every turn to restore one charge, but doing so will disable any unique abilities that use charges. Likewise, if an ability that uses up a charge is used, you can't recharge Beowulf on the same turn. If a natural 20 is rolled while attacking with any of the charge-using skills, then the charge is not consumed.

Damage: 4d6 Bludgeoning Damage & 2d8 Radiant Damage.

Unique Abilities:

Devil Arm: Attacking creatures within 5ft of you gives you a bonus +6 to attack rolls.

Rising Dragon Combo: Uses one charge. Target makes a Strength saving roll with disadvantage against your Strength modifier +13. If it succeeds, the creature takes only half the damage. If they fail, the creature is knocked into the air and the target takes 4d6 bludgeoning damage. Once lifted into the air, the creature must make a Dexterity(Acrobatics) saving throw DC14 or take 1d4 force damage.

Killer Bee: When struck by an attack and the attacker is within Beowulf's range, you may use your reaction and use one charge to counter with 5d8 bludgeoning damage.

Hyper Fist: Uses a charge to make a bonus action. Dash forward up to 30 feet, and attack a target with advantage. If it succeeds, then the creature takes 4d6 bludgeoning damage plus 2d8 radiant damage to this attack. If it fails, your next attack on the same turn is rolled with disadvantage.

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