Simple but durable cloth hand wraps meant to improve unarmed strikes as well as protect the hands from taking too much of a beating. The cloth cannot be dyed colors or cut with any blade. The wraps are white, old, and look like there is some sort of glowing gold flecks have stained the fabric.
Without any sort of attunement, the wraps offer +1 to Armor class.
With attunement: Whenever you make an unarmed strike, add 1d4 residual radiant damage. The damage die increases with leveling. Add 1d4 at 5th, 10th, 15th, and 20th levels. When an enemy is bloodied (half health or less) the radient damage die doubles. Each turn, the player heals hit points for half the amount of damage done, rounded down.
To become attuned to the hand wraps: Wraps must be soaked in clean water, then they must drink the glowing water. Then wear the wraps while blinded from the water. Be healed. Attunement gained.
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Weapon Property: Finesse, Bonus: Armor Class, Bonus: Unarmed Attacks, Melee Weapon Attack: Radiant, Damage: Radiant, Poisoned, Soak in clean water, drink the glowing water, wear the wraps while blinded, be healed, gain attunement., Combat, Finesse, Light, Thrown, Nick
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