Emberscale Handwraps
At a glance
Weapon feature
About this weapon
Hope Features
Stoke the Hearth (0 Hope — Critical/Double Success)
When you make an Unarmed Strike with these wraps and roll a Critical Success (or roll doubles on a Hope Success), you immediately trigger a violent elemental backshatter.
Effect: Choose one enemy within close range of your primary target. They take magical damage equal to your Evasion score (matching your chosen elemental type) as a shockwave erupts from your fist, allowing you to immediately knock that secondary enemy back one full zone.
Ignite the Blood (Spend 1 Hope)
You channel your inner fury into the wraps, causing the scales to glow blindingly bright and trail elements with every movement.
Effect: As an action, or immediately after landing a successful strike, you spend 1 Hope to superheat the wraps for the remainder of the scene. For the rest of the encounter, your Unarmed Strikes gain the Cleave property. Whenever you land an attack, your physical or elemental damage can affect one additional adjacent enemy within your reach.
Unleash the Apex (Spend 2 Hope)
You drive your fist directly into the ground or a foe, completely burning out the wraps’ stored energy in a devastating finisher.
Effect: Spend 2 Hope to force all enemies within close range to make a Difficulty 15 Evasion or Strength trial (your choice). On a failure, they take 2d10 elemental damage and are knocked Prone. On a success, they take half damage and manage to stay on their feet. Once this feature is used, the wraps lose their magical properties and revert to standard 1d6 unarmed weapons until you take a Rest to channel your energy back into them.
Emberscale Handwraps
Other
Hope Features
Stoke the Hearth (0 Hope — Critical/Double Success)
When you make an Unarmed Strike with these wraps and roll a Critical Success (or roll doubles on a Hope Success), you immediately trigger a violent elemental backshatter.
Emberscale Handwraps
Hope Features
Stoke the Hearth (0 Hope — Critical/Double Success)
When you make an Unarmed Strike with these wraps and roll a Critical Success (or roll doubles on a Hope Success), you immediately trigger a violent elemental backshatter.
Effect: Choose one enemy within close range of your primary target. They take magical damage equal to your Evasion score (matching your chosen elemental type) as a shockwave erupts from your fist, allowing you to immediately knock that secondary enemy back one full zone.
Ignite the Blood (Spend 1 Hope)
You channel your inner fury into the wraps, causing the scales to glow blindingly bright and trail elements with every movement.
Effect: As an action, or immediately after landing a successful strike, you spend 1 Hope to superheat the wraps for the remainder of the scene. For the rest of the encounter, your Unarmed Strikes gain the Cleave property. Whenever you land an attack, your physical or elemental damage can affect one additional adjacent enemy within your reach.
Unleash the Apex (Spend 2 Hope)
You drive your fist directly into the ground or a foe, completely burning out the wraps’ stored energy in a devastating finisher.
Effect: Spend 2 Hope to force all enemies within close range to make a Difficulty 15 Evasion or Strength trial (your choice). On a failure, they take 2d10 elemental damage and are knocked Prone. On a success, they take half damage and manage to stay on their feet. Once this feature is used, the wraps lose their magical properties and revert to standard 1d6 unarmed weapons until you take a Rest to channel your energy back into them.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Emberscale Handwraps Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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