Hisen (5e Equipment)
Weapon (quarterstaff), very rare (requires attunement by a monk with the way of the four elements subclass) A hisen is a quarterstaff made of ironwood that has been altered by a soen sa monk to hold the elemental power of raw flame inside it. The hisen looks like a dark ironwood bō unless you spend your action to set it alight, once this is done the Hisen glows like embers in a fire and small orange flames run the length of it. A Hisen alight with your ki and creates light in a 20 ft radius and dim light in a 30 ft radius. A hisen must be created by a soen sa monk (one who has at least obtained the power of diamond soul) that is a disciple in the Way of the Four Elements. The monk who creates this weapon must know at least one of the following elemental disciplines to shape it from the raw ironwood: Claw of the Burning Tiger, Eye of the Ember Hawk, Fangs of the Fire Snake, Flames of the Phoenix, River of Hungry Flame, or Sweeping Cinder Strike. Starting at dawn you must expend 10 ki points before the next dawn to infuse the Hisen with raw elemental flame. Each time you do so, you take 1d10 fire damage as the Hisen reacts to the transformation. You cannot rest or be healed during this time. If you fail to create the Hisen after trying forever loses the ability to fashion one. If you are successful then you may use the Hisen for yourself or bestow it upon another. If you created a Hisen before, you immediately know the steps to attune it. A creature that wishes to attune itself to the hisen must use it to kill 4 enemies, once per day for four days (each day starting at dawn). During this time you can't attack any creatures except with the Hisen, from unarmed strikes or else the count resets. Before the Hisen is attuned to you, it has the stats of a -3 quarterstaff and feels heavy to the point of being burdensome. Each consecutive day of kills as described above adds +1 to the modifier on the dawn of the next day. On the dawn of the fifth day, you must hold the Hisen as it heats in your hands. The creature must make a Constitution saving throw with a DC of 15 or higher, on a fail, you cannot stand the pain and lets go of the Hisen. You can expend 2 ki points to retry the roll until you run out of ki or succeed. A failed attempt makes it so that you cannot reattempt attunement with any Hisen for at least a year and the creature's hit points are reduced to half of what they were before the attempt from fire damage. You also take a permanent 1d10 off of their hit point maximum. A successful attempt reduces the creature to 1 hp and cosmetically scars its palms, the creature has the same feeling in your hands as before despite the scarring. Elemental Flame. After attunement the Hisen feels as light as if it were made of wax wood and strikes with a 1d8 one-handed and 1d10 when wielded with two-hands (bludgeoning) with a +2 to attack and damage. You can spend an action to light the Hisen, draining 1d12 hp or 1 ki point. When alight the Hisen looks like a staff made of pure ember and small orange flames run its length. During this time it lights an area of 20ft around it and 30ft of dim light and its modifier becomes +3 and all damage it deals is fire damage. A creature that is not attuned to a Hisen will take 2d6 fire damage if it tries to grab the Hisen, the creature also takes 2d6 fire damage if it starts its turn holding the Hisen. When a blow is landed with the Hisen or the blow misses, the creature's AC by 3 or less, the creature being attacked takes 1d6 fire damage from the heat of the staff. Monk Bonuses. Because you are a monk that studies the Way of the Four Elements and you have attuned yourself with a Hisen automatically learns the following two Elemental disciplines: Claw of the Burning Tiger: You can spend 1 ki point to cast a firebolt as a standard action. You can spend 2 ki points to cast it as a bonus action. Eye of the Ember Hawk (6th level required): You can spend 3 ki points to cast flaming sphere.
Claw of the Burning Tiger: It costs 0 ki to cast firebolt as an action and 1 ki to cast it as a bonus action. Elemental Attunement: Using Elemental Attunement to control the elemental forces of fire costs a bonus action rather than a full action, you must have at least a warm, 1 pound of nonliving material, for up to 1 hour, the Hisen cause fire that can fit in a 1 ft cube to form a crude shape of your choosing). You may use the fire that is along the Hisen or that comes from Fangs of the Fire Snake to create crude shapes as described. Eye of the Ember Hawk: You have advantage on Constitution saving throws to keep your concentration after taking damage. You may spend an action to intensify the flame of the sphere, making it so creatures that are in or enter the area of effect of the sphere this turn have disadvantage on saving throws to the sphere's damage. The sphere lasts 2 minutes rather than 1 and when it is about to expire you may use your reaction to spend 1 ki point to keep it going for another 2 minutes. Add the +3 bonus of the Hisen to your ki save DC. Fangs of the Fire Snake: The Hisen may be used as well as unarmed strikes to deal damage up to a distance of 10ft. Also, activating Fangs of the Fire Snake costs 0 ki, but dealing extra fire damage with strikes still costs the normal 1 ki. Add the Hisen's +3 attack and damage bonus to unarmed strikes. Flames of the Phoenix: You can use the Hisen to cast fireball. Add a 1d6 to the base damage, when using extra ki to cast fireball at higher levels add 2d6 to the damage for each extra ki expended rather than 1d6. Add the +3 bonus of the Hisen to your ki save DC. River of Hungry Flame: You have advantage on Constitution saving throws to keep your concentration after taking damage. You may spend an action to change which side of the wall deals damage. The wall lasts 2 minutes rather than 1 and when the wall is about to expire you may use your reaction to spend 1 ki point to keep it going for another 2 minutes. Add the +3 bonus of the Hisen to your ki save DC. Sweeping Cinder Strike: Use the full length of the Hisen to cast burning hands, making the cone start at the full width of the Hisen and extend out to 20 ft instead of 15 ft. Add a 1d6 to the base damage, when using extra ki to cast burning hands at higher levels, add 2d6 to the damage for each extra ki expended rather than 1d6. Add the +3 bonus of the Hisen to your ki save DC. You cannot cast Breath of Winter, Clench of the North Wind, Shape of the Flowing River, or Water Whip while wielding an alight Hisen. You cannot learn any of these disciplines after attuning yourself to a Hisen, but if they were already known you do not lose the ability to cast them. |
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