A weapon of true flames, once a King of Hell he has been transformed into a set of gauntlets, greaves, and shoulder pads that look scaly in appearance and burn hot as hell when the punches and kicks start flying.
- 6 Charges (Gain 1 charge after reducing a targets HP to 0)
- +2 to AC
- +1 to STR or DEX Modifier
- All Unarmed Strikes deal 1d12
Blow and Kick Mode
You can use a reaction to swap between modes, if any enemies are within melee range they take 1d4 force dmg.
During Blow Mode you can strike with punches that gain intensity as you hit consecutively. During Blow Mode your unarmed strikes scale with your STR modifier, and for every hit gain an extra dice of damage up to 8. (These stacks are lost after missing 2 unarmed strikes)
During Kick Mode you can strike with kicks that gain the same intensity as Blow Mode. During Kick Mode your unarmed strikes scale with your DEX modifier, and for every hit gain an extra dice of damage up to 8. (These stacks are lost after missing 2 unarmed strikes)
Rolling Blaze
To use this expend a charge and make a Performance Check as a bonus action to gain intensity for your strikes, rolling a 1-9 will give you one stack of intensity, 10-15 will give you 2 stacks of intensity, 16-19 will give you 3 stacks of intensity, 20 gives you 3 stacks and you use Heavy Jolt as well.
BLOW MODE
Heavy Jolt
Use a bonus action to make 1 unarmed strike at the nearest target in 15 ft.
Welter Move
Enter a stance after expending 2 charges and using your reaction, enemies have disadvantage on hitting you. If any creature in melee range misses you, roll 1 unarmed strike to hit them as you slip under their attack and counter. (Ends at the start of your next turn)
Middle Break
As an action and after expending 2 charges all creatures in front of you in a 10 ft square need to make a DEX save equal to 10 + DEX modifier + Prof Score. If succeeded they take half damage and do not get knocked away. Deal 1 unarmed strike + 3d10 force dmg, if failed creatures fly 15 ft away.
REAL IMPACT
Expend three charges and an action to roll 1 unarmed strike, if hit deal 5x the damage roll and knock the enemy you hit prone as you skyrocket into the air with a uppercut. (You jump 15 ft in the air but do not receive fall damage)
KICK MODE
Firestorm
As a bonus action roll 1 unarmed strike and kick upwards into the air for 10 ft, if hit the enemy also flies up into the air with you. (Does not trigger fall damage)
Flint Wheel
As a reaction and 1 charge roll 1 unarmed strike for anyone in melee range, if any ranged attack hits you, you can use this to send it right back at them.
Friction
As a reaction and 1 charge you can make an unarmed strike mid air and either land with the target 5 ft away or drop in your same position.
Break Spiral
As an action and 2 charges you enter a break dancing stance that you can move with, any enemy that is within 5 ft roll 3 attacks against them.
PYROMANIA
Expend 3 charges and an action to roll 10 separate unarmed strikes within 5ft
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