Unarmed Combat and Magical Weapons [D&D 5E]

I am very fond of monks, druids, and other characters that rely on natural weapons and fighting unarmed. In fact I have something of a preference for such characters. However, I am also a fan of the shiny magical weapons that turn up in loot piles. Unfortunately, in Dungeons and Dragons 5e, while most melee combatants end up running around with weapons wreathed in ice or other destructive magics, unarmed combatants generally find themselves left in the cold. The items below are an attempt to extend the magical weapon fun to unarmed combatants such my paradise-seeker race.

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Image by Mystic Art Design

This item is an expansion on the Insignia of Claws from Horde of the Dragon Queen.

Amulet of Mighty Fists
Wondrous item, varies (requires attunement)

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Image by ewa kunicka

While wearing this amulet you gain a bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. The amount of the bonus granted by this item depends on the its rarity: uncommon +1, rare +2, very rare +3.
If you have the the Pact of the Blade feature, you can transform this item into your pact weapon. As long as this amulet is your pact weapon, while wearing it your unarmed strikes and natural weapons gain the benefits of any eldritch invocations that would normally affect your pact weapon.

You can’t be attuned to an Insignia of Claws or a Torc of Usurped Enchantments while you are attuned to this item.
At the GM’s discretion other classes that can form magical bonds with weapons, such as the eldritch knight(fighter), can treat this item as a weapon for the purpose of making such a bond.


Torc of Usurped Enchantments
Wondrous item, common (requires attunement)

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Big Torc from Here by dad1_ CC 2.0

While wearing this torc, you can use a bonus action to select a magical melee weapon you are attuned to and temporarily transfer the magical properties of the selected weapon to your unarmed strikes and natural weapons. The selected magical weapon functions as a normal non-magical weapon, that remains attuned to you, while this effect is active. This effect ends when this item is removed, you lose possession of the weapon, or you decide to end it as a bonus action.
Uses of limited use properties, such as a Dagger of Venom’s ability to coat itself in poison, are shared by the weapon and your unarmed strikes or natural weapon. Additionally, if any of the weapon’s properties would normally require an action such as unseathing to activate, you can instead activate such an ability as an action while at least one of your hands are free.
If you have the the Pact of the Blade feature, you can transform this item into your pact weapon. As long as this amulet is your pact weapon, while wearing it your unarmed strikes and natural weapons gain the benefits of any eldritch invocations that would normally affect your pact weapon.

You can’t be attuned to an Amulet of Might Fists or an Insignia of Claws while you are attuned to this item.
At the GM’s discretion other classes that can form magical bonds with weapons, such as the eldritch knight(fighter), can treat this item as a weapon for the purpose of making such a bond.

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