Once wielded by the great warrior monk, Garfax, the Iron Fist, to their fullest potential. Driving all that stood in his way to dust. As he died of old age, he took these wraps to the his sepulcher, the same closed behind trials that only the best of the monk kind could pass. It is foretold that one chosen will be guided to these wraps, to conquer with them once again.
A set of cloth wraps that look mundane and are not detectable with detect magic and similar scrying and detection spells, only when the monk chosen by the item appears, does it take one of it's elemental forms. Can only be touched by said monk, other's take 3d8 points of damage from the selected type every round of holding it.
Elemental Handwraps: Rare
- These Handwraps grant you an additional +1 to attack and damage rolls with your unarmed attacks and non-magical monk weapons.
- With 10 minutes of ki meditation, you can change the damage type of your attacks to one of the following: Cold, Thunder, Force, or Psychic. If so, the wraps remain as though they never changed until you activate them, revealing the new elemental form.
[Upgrades to the Ascendant's Handwraps]
Ascendant Handwraps: Very Rare
- The bonus to attack and damage rolls is now a +2.
- The damage type changes now offer new effects:
- Cold: Additional 1d4 of cold damage. As an action you can spend 2 ki points to send an ice shard onto a target 60ft away from you. Make a ranged attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw, on a failure take 2d6 cold damage.
- Thunder: Additional 1d6 of thunder damage. Creates a loud booming sound heard from 200ft away, objects suffer an additional 1d6 of damage.
- Force: Additional 1d6 Force damage. You can choose to spend a ki point to impose a DEX saving throw against your dc, on a failure the target is pushed away 15ft and is knocked prone.
- Psychic: Additional 1d4 Psychic. When an attack lands, you can choose expend 2 ki points to impose a WIS saving throw on the target against your dc, on a failure the target becomes frightened of you.
[Upgrades to Primordial Handwraps]
Primordial Handwraps: Legendary
- The bonus to attack and damage rolls is now a +3.
- Your martial arts die is increased to a higher dice (MAX - d12)
- You can now change the damage type as a bonus action. The damage types now offer new effects:
- Cold: Additional 1d6 of cold damage. As an action you can now only spend a ki point to send an ice shard onto a target 60ft away from you. Make a ranged attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw, on a failure take 2d6 cold damage. Spend 5 ki points and cast cone of cold.
- Thunder: Additional 1d8 of thunder damage. Creates a loud booming sound heard from 200ft away, objects suffer an additional 2d6 of damage.
- Force: Additional 1d8 Force damage. You can choose to spend a ki point to impose a DEX saving throw against your dc, on a failure the target is pushed away 15ft and is knocked prone.
- Psychic: Additional 1d6 Psychic. When an attack lands, you can choose expend 2 ki points to impose a WIS saving throw on the target against your dc, on a failure the target becomes frightened of you.
Notes: Monk., Wristwear
Previous Versions
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12/26/2019 7:01:38 PM
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Coming Soon
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