Wondrous Item, rare (requires attunement by a Monk)

Wraps of the Wyrmling (Awakened)

"At first glance, these dirtied cloths appear to be used clothing from hard, manual labor. However, once the wraps are in the presence of a soothing, tranquil aura, they bind to the body of that spirit. They fit snuggly around the wearers wrists and forearms, allowing for complex movements to continue to be performed with no restrictions. The weathered look of the cloths maintain when bound to the wearer despite any attempts to clean it. 

 A series of draconic runes slowly maneuver around the wraps, like a snake climbing a tree. These runes lock into place once enough of the wearers spirit focuses on their intent. "

As a bonus action, the wearer concentrates and centers themself, focusing inward and channeling tranquility. Regain Ki Points equal to your proficiency bonus. The ability to access this tranquil state resets at dawn.

Awakened:

As a bonus action, the wearer may spend 3 Ki Points to activate 1 effect of the Awakened Wyrmling listed below. Once triggered, the awakened state wears off and the wraps return to tranquility. The flow of Ki in this state remains for 1 hour before the wraps return to tranquility. The wraps cannot be awakened again until dawn of the next day.

Red Wyrmling:

The draconic runes along the wraps light up with a heated red glow. The wearer may cast the Grease spell (Spell DC = 8 + Proficiency Bonus + Wisdom). This Grease is capable of ignition by a breath weapon or a magic source that deals Fire or Lightning damage. Deal 2d6 fire damage to every creature within its range as the magical Grease explodes. If a creature is Prone when this explosion is triggered, they remain on fire until the creature or another creature uses an action to put out the flames. The creature takes 1d6 Fire damage at the start of their turn until the fire is put out.

Black Wyrmling:

The draconic runes along the wraps light up with a sickly dark glow. The wearer may cast the Acid Arrow spell (2nd level). At the end of its next turn, the creature must make a Constitution saving throw (DC = 8 + Proficiency Bonus + Wisdom) or the acid continues to burn through their flesh. Deal 2d4 Acid Damage if it fails its save.

Blue Wyrmling:

The draconic runes along the wraps light up with a brilliant blue glow. When you hit a melee creature with a weapon attack, a bolt of lightning strikes out of your fist hitting the target and any additional creatures within a 20ft line must make a dexterity saving throw (DC = 8 + Proficiency Bonus + Wisdom) or take 2d8 lightning damage. Any creatures hit by the lightning cannot take a reaction until its next turn.

Green Wyrmling:

The draconic runes along the wraps light up with a nauseating green glow. The wraps begin dripping a dark green liquid. For the next minute, melee attacks deal an additional 2d4 poison damage. Any creature hit with a melee attack while the wraps are activated must make a constitution saving throw (DC = 8 + Proficiency Bonus + Wisdom) or be poisoned for 1 minute.

White Wyrmling:

The draconic runes along the wraps light up with a shining white glow. The wearer may cast the Ice Knife spell at 2nd level. Any creatures damaged by this spell have disadvantage on their attacks until the end of their next turn.

Notes: Monk

CubicDoom

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