```metadata title: Unarmed and Unarmored Items V1.1 description: >- Most of these items were converted from BG3. I had to change some to make them more enjoyable for an adventuring day where you can’t just take a long rest before the boss. tags: - Unarmed - Unarmored - Monk - Unarmed Strike - Fist - Punch systems: - 5e renderer: V3 theme: 5ePHB ``` # Unarmed and Unarmored Items Most of these items were converted from BG3. I had to change some to make them more enjoyable for an adventuring day where you can't just take a long rest before the boss. :: ### Beginner's Exercise Tattoo *common, Wondrous item, Attunement required* *Produced by a special needle, this magic tattoo contains the ability to increase the weight of the limb(s) for whomever it is place upon.* As a bonus action you can activate the tattoo, causing your unarmed attacks to deal an additional 1d2 bludgeoning damage and the tattoos gain a combined total of 10 lbs. ### Exercise Tattoo *uncommon, Wondrous item, Attunement required* *Produced by a special needle, this magic tattoo contains the ability to increase the weight of the limb(s) for whomever it is place upon.* As a bonus action you can activate the tattoo, causing your unarmed attacks to deal an additional 1d4 bludgeoning damage and the tattoos gain a combined total of 20 lbs. ### Agnimon's Grace *uncommon, Quarterstaff, Attunement required* This light, flexible staff is of elven make, marked with silver runes that channel magic in the blink of an eye. While wielding this weapon you gain the following benefits: - You gain a +1 bonus to the attack rolls and damage of your unarmed attacks and this quarterstaff. - While the wielder is not wearing armour, they receive a +1 bonus to Saving throws. ### Armor of Uninhibited Kushigo *uncommon, Wondrous item, Attunement required* *This habit, so light and fine, speaks nothing to the legacy of Kushigo, who adorned a set of enormous steel. These clothes speak not to the doom his arrival once spelled for the battlefield.* While wearing these clothes with nothing over them, you gain the following benefits: - While you take the Dodge action, you can use your reaction to make an unarmed strike against any attacker that misses you until the start of your next turn. \column ### Hood of Uninhibited Kushigo *uncommon, Wondrous item, Attunement required* *Coming upon a wise woman, Kushigo got drunk and grew maudlin, and told her about Irishi's scalping. She gave him some clothes - light and fine - and encouraged him to take his time to grieve. He did.* *And, when he was ready, he fought again, uninhibited by steel or fellowship - for they only weighed him down.* While wearing this hood you gain the following benefits: - After dealing damage with an unarmed attack, the wearer gains a +1 bonus to their Ki save DC until the end of their turn. ### Scabby Pugilist Circlet *uncommon, Wondrous item, Attunement required* *Every adventuring party has at least one 'chaotic element'. In the case of one such party, this was the infamous Scabby, a barbarous goblin who was trained by monks.* While wearing this circlet, your weapon and unarmed attacks deal an additional 1d4 damage while 2 or more enemies are within 5 ft of you. ### Ring of Deftness *uncommon, Wondrous item, Attunement required* *This dark oaken ring makes one feel as light as air while it is worn.* While not wearing any armor, your unarmed attacks that use Dexterity gain a +1 to their attack rolls. Additionally, you gain a +1 bonus to any Dexterity checks and Dexterity saving throws you make. ### Gloves of Cinder and Sizzle *rare, Wondrous item, Attunement required* *It was through scrying and observing blazing elementals that the monks of Plumgully Temple mastered the art of fighting fire with fists, and vice versa.* While wearing these gloves you gain the following benefits: - Your unarmed attacks deal an additional 1d4 Fire damage. - While wearing these gloves, you can use an action to cast the Scorching Ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +7. The gloves can't be used this way again until you finish a short or long rest. \page ### Seraphic Pugilist Gloves *rare, Wondrous item, Attunement required* *Apparently this is what happens to your handwear when you clock an angel in the chops.* While wearing these gloves you gain the following benefits: - Your unarmed attacks deal an additional 1d4 Radiant damage. - While wearing these gloves, you can use an action to cast the Guiding Bolt spell at 2nd level with it. When you make the spell's attacks, you do so with an attack bonus of +7. The gloves can't be used this way again until you finish a short or long rest. ### Thunderpalm Strikers *rare, Wondrous item, Attunement required* *Each blow landed while wearing these gloves produces the rumbling boom of a thousand demons' ravenous stomachs.* While wearing these gloves you gain the following benefits: - Your unarmed attacks deal an additional 1d4 Thunder damage. - While wearing these gloves, you can use an action to cast the Thunderwave spell with it. When you make the spell's attacks, you do so at 2nd level with a Save DC of 15. The gloves can't be used this way again until you finish a short or long rest. ### Snow-Dusted Monastery Gloves *rare, Wondrous item, Attunement required* *Cracking your knuckles in these gloves dislodges puffy drifts of snow from your fingers.* While wearing these gloves you gain the following benefits: - Your unarmed attacks deal an additional 1d4 Cold damage. - While wearing these gloves, you can use an action to cast the Ice Knife spell with it. When you make the spell's attacks, you do so with an attack bonus of +7 and a Save DC of 15. The gloves can be used this way twice and recharge when you finish a short or long rest. ### Stone Limb Tattoo *rare Wondrous item, Attunement required* *Produced by a special needle, this magic tattoo contains the ability to increase the weight of the limb(s) for whomever it is place upon.* As a bonus action you can activate the tattoo, causing your unarmed attacks to deal an additional 1d6 bludgeoning damage and the tattoos gain a combined total of 30 lbs. \column ### Servitor of the Black Hand Gloves *rare, Wondrous item, Attunement required* *Covetous of Mystra's command of the Weave, Bane the Black Hand extends his grasp, each finger comprised of ten thousand fanatics, adjuncts of his evil will.* While wearing these gloves you gain the following benefits: - Your unarmed attacks deal an additional 1d4 Force damage. - While wearing these gloves, you can use an action to cast the Fear spell with it. When you do so it has a Save DC of 15. The gloves can't be used this way again until you finish a short or long rest. ### Gloves of Crushing *rare, Wondrous item, Attunement required* *Stitched into the fabric of these gloves are the words: Largest and Largesse, For The Discerning Murderer.* While wearing these gloves you gain a +1 bonus to your unarmed attack rolls and your unarmed attacks deal an additional 1d4 Bludgeoning damage. Additionally, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. ### Sparkle Hands *rare, Wondrous item, Attunement required* *Sometimes I just want to feel that spark,' Yrre the Sparkstruck said. 'Feel the lightning course through me.'* While wearing these gauntlets you gain the following benefits - On a hit with an unarmed attack, the wearer gains 2 Lightning Charges. While you have Lightning Charge(s), you have +1 to Attack Rolls and deal an additional 1 Lightning damage. You can hold a maximum of 6 Lightning Charges at a time. - On a hit with an unarmed attack, you can expend Lightning Charges to deal additional Lighting damage. For each 2 Lightning Charges you expend, deal 1d4 Lightning damage. - You lose 1 Lightning Charge at the end of your turn. - While imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage. ### Boots of Uninhibited Kushigo *rare, Wondrous item, Attunement required* *During a hilltop battle that soaked the slopes in gore, Kushigo's best friend Irishi was scalped before he could help her. The enemy held up the bloody wig, and Kushigo fell upon one, and then another, until he had killed so many that they hung from his antlered shoulders like skewered effigies.* While wearing these boots, your unarmed attacks deal additional damage equal to your Wisdom Modifier. \page ### Garb of Land and Sky *rare, Wondrous item, Attunement required* *This habit, so light and fine, speaks nothing to the legacy of Kushigo, who adorned a set of enormous steel. These clothes speak not to the doom his arrival once spelled for the battlefield.* While wearing these clothes with nothing over them, you gain the following benefits: - When you take the Dodge action, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. - When you take the Dash or Disengage action, you have advantage on your next attack roll and deal an additional 1d8 Force damage. - You gain a +1 bonus to your Armor Class. ### The Graceful Cloth *rare, Wondeous item, Attunement required* *A garment worn by one of three monks who fought together against Headless Serpent, Secret Venom, a gang in the port city of Nyanzaru. This was worn by Roahton Mobar, whose stances were broad and strong.* While wearing these clothes with nothing over them, you gain the following benefits: - You advantage on Dexterity checks and only take half damage from falling. - You gain a +1 bonus to Dexterity Saving Throws and increase your Jump distance by 5 ft. - Your Dexterity score is 19. This has no effect if your is already 19 or higher without them. ### Rosary of Flexibility *rare, Wondrous item, Attunement required* *This oaken rosary, worn by a sect of monks for decades, has been imvued with the Ki of the monks.* While not wearing any armor, you gain a +1 bonus to your AC and a +2 bonus to your Dexterity saving throws, Acrobatics checks, and Sleight of Hand checks. \column ### Gauntlet of the Tyrant *very rare, Wondrous item, Attunement required* *A tyrant's grip must be one of cool, unforgiving, and intricately realised steel. It cannot budge, cannot falter, no matter the pressure, and its fingertips must deeply pierce those who would struggle against it.* These gloves have 4 charges. While wearing these gloves you gain the following benefits: - Your unarmed attacks deal an additional 1d4 Force damage. - You gain a +1 bonus to any Save DC you have. Examples include Spell, Ki, or Maneuver. - While wearing these gloves, you can use an action to expend 1 or more of its charges to cast the Command (Save DC 16) spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The gloves regain 1d4 charges daily at dawn. ### Horns of the Berserker *very rare, Wondrous item, Attunement required* *This was created by a designer and an enchanter who were going through a messy divorce at the time. As such, the armour is filled with active-aggressive rage. It also makes you feel like you've wasted the last ten years picking up after a complete tit.* While wearing this helmet you gain the following benefits: - You gain a +2 bonus to Attack rolls when attacking creatures that have are missing any hit points. - Unarmed and melee attacks will deal an extra 1d4 damage as long as you are missing hit points. If you dealt necrotic damage the previous turn and end your current turn without dealing any necrotic damage, you take 1d4 necrotic damage. \page ### Flawed Helldusk Gloves *rare, Wondrous item, Attunement required* *'Beneath those horrible sounds of... well, let's call it what it was: torment, Beneath the tormented screams I heard this moaning sound like many people in pain, and I heard the ringing of a great hammer. Carixim's forge was close.'* While wearing these gloves you gain the following benefits: - Your weapon attacks deal an additional 1d4 Fire damage. - Your unarmed attacks deal an additional 1d4 Necrotic damage. On a 3-4 from this die, the target takes an additional 1d4 slashing damage. - You add +1 to your Strength Saving Throws. ### Helldusk Gloves *very rare, Wondrous item, Attunement required* *What precisely confers eternal punishment, reward, absolution? Perhaps it's not just belief in a god. Perhaps the deciding factor is whether the gods believe in you.* While wearing these gloves you gain the following benefits: - You gain a +1 bonus to Spell Attack rolls and Spell Save DC. - Your weapon attacks deal an additional 1d6 Fire damage. - Your unarmed attacks deal an additional 1d6 Necrotic damage. On a 4-6 from this die, the target takes an additional 1d6 slashing damage. - You add +1 to your Strength Saving Throws. - Once per short rest, as an action, you can hurl 3 rays of fire at targets within range. The rays can all target the same creature, or they can be dispersed to different targets. Each ray is a spell attack roll with a range of 60 ft that deals 3d6 fire damage each. *You can use Wisdom, Intelligence, or Charisma as your spell attack modifier.* \column ### Boneless Bracelet *very rare, Wondeous item, Attunement required* *Made by a powerful wizard who wanted to win a party game, this bracelet makes the wearer's bones feel like gelatin at will.* While not wearing any armor, you gain a +2 bonus to your AC and a +3 bonus to your Dexterity saving throws, Acrobatics checks, and Sleight of Hand checks. Additionally, when you take Bludgeoning damage, you can use your reaction to grant yourself resistance to that instance of damage. ### Bone Breaker Bracers *legendary, Wondrous item, Attunement required* *Formerly worn by Autumnal Baskin, a professional meditator turned bare-knuckle champion, who gained enlightenment via two methods. The second was getting a lot of fighting acumen. Advanced cosmic harmony is a nose. Sometimes you've got to break it a few times to get the best of things.* While wearing these bracers you gain the following benefits: - Your unarmed attacks deal an additional 2d6 Bludgeoning damage. - Once per turn, on an unarmed hit, you can force the target to make a Strenght DC 17 Saving Throw. On a failure, you can disable 1 limb of the target for 1 hour, with the effect of such loss determined by the GM. - Your Strength score is 21. This has no effect if your is already 21 or higher without them.