This pair of shock-white red dragon bones were once the dragon's lower femurs. Masterfully carved by House Cannith into large knuckle covers that fuse with the flesh of their wearer as part of the attunement process. The ancient red dragon's bones long for fire, and their magics can be drawn out with fire and blood.
To attune to these weapons, a monk must don them and plunge their hands into fire for five minutes, dealing 50d4 fire damage; this fuses the knuckles to their own. If this process is performed in lava instead of fire the damage increases to 50d10 fire damage, and additional features are unlocked through the greater attunement. Creatures with Immunity to fire damage cannot attune to these weapons. Removing attunement from these weapons requires a greater restoration spell or cutting the backs of the hands off of the creature.
These knuckles are considered monk weapons and deal 1d6 fire damage on top of your martial arts damage. The first attack you make each round with these sends out a 5 ft shockwave that deals 1d4 fire damage. All creatures within 5 feet of you must make a dexterity vs. your ki save DC, taking half damage on a successful save. This fire doesn't ignite flammable objects around you. If you have greater attunement to these weapons the damage die of these effects increases by one.
Instead of an unarmed strike, you may choose to hurl a mote of fire at a creature or object within 60 ft. Make an unarmed strike against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this attack ignites if it isn't being worn or carried. If you have greater attunement to these weapons the mote of fire deals 2d6 fire damage instead. The target is set ablaze dealing 1d4 fire damage every round at the start of their turn until extinguished.
If you spend a ki point on your turn and take the flurry of blows option you may instead choose to perform a flaming uppercut. Make an unarmed strike; in addition to the damage you deal, you also knock the creature you hit into the air 15 ft. It then falls, taking 1d6 bludgeoning damage, and is knocked prone. If you have greater attunement to these weapons the flaming uppercut can instead replace one of the attacks granted by flurry of blows.
Once per day, as an attack action, you can blast a wave of fire from your hands. Fire flies out in a 30-foot cone. Each creature in that area must make a dexterity saving throw vs. your ki save DC, taking 7d6 fire damage on a failed save, or half as much damage on a successful one. If you have greater attunement to these weapons the damage of this fire wave increases to 16d6 fire damage.
Notes: A monk must bathe their hands in fire for five minutes dealing 50d4 fire damage or lava dealing 50d10 fire damage.
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