These rags appear burnt and torn, with holes in them. Upon attuning yourself to the wraps, they begin to glow with same effect of embers of a fire. They do not burn the wrap further.
By spending Ki Points you can choose one of the following effects.
By Spending 4 Ki Points
- Eversmoking effect - a cloud of thick smoke emits out in a 60-foot radius from the rags. The cloud's area is heavily obscured. Each minute the you concentrate, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as you concentrate. Dismissing the smoke requires you to speak its command word as an action. Once spoken, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
- Fire Effect - Until the start of your next turn, apply fire damage to your unarmed Attacks. Add 1d6 Fire Damage on a successful hit. The damage increases to 2d6 at the 6th level, 3d6 at 11th level, and 4d6 at 16th level.
By spending 5 Ki Points
-
Burning Hands Effect - As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Spending additional Ki Points. When expending additional Ki points when using this effect, the damage increases by 1d6 for each additional Ki point.
- Continual Flame Effect - A flame, equivalent in brightness to a torch, springs forth from the wraps while you touch them. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
By spending 6 Ki Points
-
Flame Shield Effect - Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the effect early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield.
By Spending 7 Ki Points and destroying the Ember Wraps
- Wall of Fire Effect - You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you use this effect, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Notes: Frightened, 1 hour concentrating., Damage, Control, Utility, Combat
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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1/22/2020 3:25:09 PM
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5
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0
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Coming Soon
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1/22/2020 3:30:51 PM
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4
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0
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1.1
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Coming Soon
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2/13/2020 9:01:02 PM
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17
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0
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1.2
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Coming Soon
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