Bloodthorn
Fist-worn weapon, very rare (requires attunement by a monk)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
By engaging a trigger set in the upper palm of these gauntlets, you can make a ranged unarmed strike, firing 1 of 6 thorns embedded within. This attack has a normal range of 20 feet and a long range of 60 feet.
Whenever you hit a creature with this weapon, you can have a black metal thorn burrow into its body, causing 1 piercing damage per thorn at the start of each of their turns. Magical healing expels all of these thorns.
As a bonus action, you can speak a command phrase, causing every imbedded thorn to burst from any creatures they're in and deal 2 piercing damage each. If you are within 60 feet of a thorn, you can choose to have some or all of them fly back into the gauntlets with violent force as part of the same bonus action. All creatures in a 5-foot line between you and the thorns must make a DC 17 Dexterity saving throw, or take damage equal to one of your unarmed strikes for each thorn, as they tear through them to get back to you. Upon return, you regain 2 hit points for each bloodied thorn as the gauntlets siphon the distilled life force of your enemies.
Every midnight, 1d6 missing or destroyed thorns regrow into the gauntlets.
Apex
Fist-worn weapon, legendary (requires attunement by a monk)
Fashioned from the remains of a great beast, this claw is sovereign over countless beast spirits, capable of summoning their powers at will.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Whenever you make an unarmed strike, you can replace it with a single melee weapon attack that any beast of challenge rating 1/4th or lower can make. You can choose to use the beast’s statistics or your own to determine the attack’s modifiers, physical damage dice, and any DCs they involve.
Art from Granblue Fantasy, ©Cygames
Designed by Empyreal Worlds
Art from Granblue Fantasy, ©Cygames
Silksail
Fist-worn weapon, uncommon (requires attunement by a monk)
These enchanted wraps are made of magically woven spider silk, sheer and light but durable. While wearing these wraps, you can unspool them to make special unarmed strikes with a reach of 15 feet.
These unarmed strikes do no damage, but if you hit a creature no more than one size larger than you, you can attempt to grapple and pull it up to 10 feet toward you using your Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) check. Once on each of your turns, you can instead use the wraps to replicate the effects of a successful attack with a net.
As an action, you can fire the wrappings up to 30 feet away, anchoring them against a solid mass (such as walls or trees), a heavy object, or surfaces (such as walls, floors and ceilings). As part of the same action, you can retract the wrappings, pulling you in to the closest unoccupied space that is adjacent to your anchor, or use the wrapping to swing yourself to another point within 30 feet of the anchor if it is attached to a ceiling. Alternatively, you can detach and anchor the other end instead, allowing creatures to climb across the length of wrapping at full movement speed.
The material is strong enough to support up to 500 pounds, has an AC of 17, and has 25 hit points.
Last Dance
Fist-worn weapon, very rare (requires attunement by a monk)
These gilded, gem-studded gloves once belonged to an extravagant prizefighter, known to have landed over 10,000 strikes with them on. In combat, they gain a life of their own, guiding your fists in a spectral flurry.
Your Charisma score increases by 3, to a maximum of 20 while you wear these gloves.
The gloves have 10 charges. While wearing them, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your Ki save DC: spirit guardians (3 charges) or spiritual weapon (2 charges). A spiritual weapon cast this way is invisible and always follows you so that it remains within 15 feet. You can increase the spell slot level by one for each additional charge you expend.
When dealing damage with these spells, you can replace each damage die rolled with with one roll of your Martial Arts dice, and their damage type is the same as that of your unarmed strikes.
The gloves regain 1d6 + 1 expended charges daily at dawn.
Art from Dungeons and Dragons 5e, ©Wizards of the Coast
Designed by Empyreal Worlds