Upon each armband - pristine white regardless of its age and wear - is the visage of two golden orbs that flicker with light when their wielder strikes with their body.
If they don't already, your unarmed strikes are considered magical for the purposes of overcoming resistances and immunities to nonmagical damage. You gain a +1 bonus to attack rolls and damage rolls you make with unarmed strikes.
Once on a turn, when you hit a creature with an unarmed strike, you can add 2d6 radiant damage to that attack. You can also use your bonus action to either cause your armbands to produce bright light in a 20 foot radius and 20 feet of dim light beyond that, produce dim light in a 10 foot radius, or snuff out the light.
These armbands have 4 charges, and regain all 4 charges daily at dawn. You can expend one of these charges to use one of the following options:
- You can deal an additional 4d6 radiant damage when you hit with an unarmed strike.
- When you take the attack action, you can replace one of your attacks with a casting of Guiding Bolt. This casting of Guiding Bolt uses your unarmed strike attack modifier for its attack roll.
Notes: Melee Weapon Attack: Bludgeoning, Damage: Bludgeoning, Damage: Radiant, Damage: Radiant, Monk, Damage, Utility, Combat, Wristwear
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