Item: Handwraps of Mighty Blows
As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead).
You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.
Trait Effects
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Brawling: The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Amphisbaena Handwraps | 5 | Uncommon | 1d4 |
| Bloodknuckles | 9 | Common | 1d4 |
| Dragon Handwraps | 20 | Common | 1d4 |
| Grasp of Droskar | 5 | Rare | 1d4 |
| Scalding Gauntlets | 11 | Common | 1d4 |
| Scalding Gauntlets (Greater) | 13 | Common | 1d4 |
| Scalding Gauntlets (Major) | 15 | Common | 1d4 |
| Scalding Gauntlets (True) | 18 | Common | 1d4 |
| Ankhrav Duster | 4 | Uncommon | 1d4 |
| Ugly Cute's Gift | 4 | Unique | 1d4 |
| Cinderclaw Gauntlet | 5 | Uncommon | 1d4 |
| Skeletal Claw | 9 | Uncommon | 1d4 |
| Alchemical Gauntlet | 1 | Common | 1d4 |
| Bladed Gauntlet | - | Uncommon | 1d4 |
| Fangwire | - | Uncommon | 1d4 |
| Gauntlet | - | Common | 1d4 |
| Knuckle Duster | - | Common | 1d4 |
| Pantograph Gauntlet | - | Uncommon | 1d4 |
| Spiked Gauntlet | - | Common | 1d4 |
| Tekko-Kagi | - | Uncommon | 1d4 |