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Wraps of Four Elements in Dungeons & Dragons 5e

Wraps of Four Elements

Wondrous Item

Legendary Requires Attunement

Wraps of Four Elements Dormant
While wearing the Wraps of Four Elements in its dormant state, you gain the following benefits:
  • You gain a +1 bonus to attack and damage rolls made with your unarmed strike.
  • Elemental Strikes. As a bonus action, you infuse your unarmed strikes with the power of the elements for 10-minutes. Choose an element which provides a damage type: air (lightning), earth (poison), fire (fire), and water (cold). Your unarmed strike damage type changes to the damage type of the chosen element, instead of the bludgeoning damage normal for an unarmed strike. This trait can't be used again until you finish a long rest, or until you score a critical hit with an unarmed strike against a hostile creature.
  • Wraps of Four Elements Awakened
    When the Wraps of Four Elements reach an awakened state, you gain the following benefits:
  • The bonus to attack and damage rolls with your unarmed strike increases to +2.
  • Elemental Resistance. While your elemental strikes trait is active, you gain resistance to the damage type associated with your chosen element.
  • While your elemental strikes trait is active, the first time you hit with an unarmed strike on your turn, the target takes an additional 1d6 damage.
  • Wraps of Four Elements Exalted
    When the Wraps of Four Elements reach an exalted state, you gain the following benefits:
  • The bonus to attack and damage rolls with your unarmed strike increases to +3.
  • Primordial Ascendance (1/day). As an action, for 10-minutes, you ascend into a powerful elemental being, bound by the might of the elemental planes. Choose one of the following elements: air (lightning), earth (poison), fire (fire), and water (cold). You gain the Elemental Strikes and Elemental Resistance associated with your chosen element and an additional benefit shown below.
  • Primordial Ascendance (Air). You gain a flying speed equal to your movement speed.
    Primordial Ascendance (Earth). You gain a +2 bonus to your AC.
    Primordial Ascendance (Fire). At the end of your turn, creatures within 5 feet of you take fire damage equal to your proficiency bonus.
    Primordial Ascendance (Water). Your movement doesn't provoke attacks of opportunity.



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