Well, last time I tried to help you you were very unclear, complained about all of my suggestions, and that item is still the same barely legible mess of overpowered features it was before. Are you gonna maybe take some advice this time, or not?
Wondrous Item, very rare (requires attunement by a monk)
The Gauntlets of the Gale are magical elemental gauntlets that can manipulate the wind to do a multitude of effects.
Wind Push/Pull: As a bonus action you can spend 2 Ki to move a creature or object. One Large or smaller creature that you choose must succeed on a DC 15 Strength saving throw or be moved up to 15 feet horizontally in any direction. A creature can choose to fail their save. You create a small blast of air capable of moving one Large or smaller object that is neither held nor carried, the object is moved horizontally up to 15 feet in any direction, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a DC 15 Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 2d6 bludgeoning damage.
Wind Dash: As a bonus action you can spend 2 Ki to propel yourself with a burst of air to an unoccupied space you can see up to 25 feet in any direction. This does not count against your movement for the turn, and does not provoke opportunity attacks.
Wind Lift: Whenever you use your Patient Defense ability, you can choose to allow the Gauntlets of the Gale to lift you up to 10 feet into the air where you remain until the start of your next turn when you are lowered harmlessly to the ground.
Wind Fist: Whenever you take the attack action you can spend 1 Ki and until the end of your turn the reach of your unarmed strikes increases by 5 feet.
Rustling Wind: As an action, you can create a harmless sensory effect such as causing your clothing to ripple in a breeze, snuffing out an unprotected flame within 10 feet such as a candle, torch, or small campfire, or causing leaves to rustle, or slam shutters to slams open or shut within 30 feet.
I already know that you’re going to say that this isn’t what you want this item to do, but what you want it to do is incredibly overpowered. This is not.
I don't see any big power changes in this Wind Dash is now 2 Ki and so is Wind Push/Pull but apart from removing the opportunity attacks you can just hurl objects for around the same damage and without your friends having to use their reaction so now it's even better but I love the Wind lift activating when you use patient defense idea that one's great
This wand comes with 1 charge, it regains its expended charge each day at Dawn.
As an action you can expend this wands charge to temporarily add a spell to your repertoire. Randomly select a 1st-level spell from the Sorcerer list. If the randomly determined spell is one you already have learned, or have already prepared for the day you can instead choose a different spell from that list. The spell counts as learned and/or prepared for you until this wand regains it’s charge, during this time you can cast the spell using any spell slots you have.
If you are Wild Magic Sorcerer, once per short rest you can spend a Sorcery Point to swap the spell granted by this wand with another randomly determined 1st-level spell from the Sorcerer Spell list.
Alright, this is the best I can do with this one on short notice.
I don't see any big power changes in this Wind Dash is now 2 Ki and so is Wind Push/Pull but apart from removing the opportunity attacks you can just hurl objects for around the same damage and without your friends having to use their reaction so now it's even better but I love the Wind lift activating when you use patient defense idea that one's great
Removing the opportunity attacks is a lot since RAW, forced movement never normally provokes opportunity attacks. The other difference is that moving the creature forces a Str save, but throwing an object at them forces a Dex save.
I’m honestly not even sure what the Hellmorph Gauntlets are supposed to be exactly, but I’ll do my best.
Hellmorph Armguard
Armor, Legendary (requires attunement)
This magic item is made from a mysterious metal from the nine hells. It comes with 3 charges, and regains 1d4 - 1 charges daily at dusk.
While this Armguard has any of its charges, melee weapon attacks made with a weapon held in this hand deal an extra 1d4 fire damage per remaining charge. In addition, as a bonus action you can spend one of this item’s charges to transform it into one of the following items until the beginning of your next turn.
A small shield. While the Hellmorph Armguard is a shield you gain a +1 bonus to your AC and have resistance to damage from nonmagical sources.
A small weapon. While the Hellmorph Armguard is a small weapon it deals 1d6 damage (choose from bludgeoning, piercing, or slashing when the item is formed) and has the finesse property. You are proficient with the weapon and have a +1 bonus to attack and damage rolls made with this weapon. In addition, if the item has any charges remaining this weapon deals an additional 1d4 fire damage to creatures hit with this weapon.
Two tiny weapons. While the Hellmorph Armguard is two tiny weapons, each one deals 1d4 damage (choose from bludgeoning, piercing, or slashing when the item is formed) and has the finesse, light, and thrown (30/60) properties, and you are are proficient with them. You have a +1 bonus to attack and damage rolls made with theses weapons, and they return to your hands immediately after they are used to make a ranged attack.
Ok yeah that sounds better than how I did it though I'd add any small object as it's also supposed to be sort of like a shapeshifting swiss army knife type deal as well so like it could be a lockpick or handcuffs or a cup or something like that also I'd change the 1d4-1 charges to 1d3 (1d4 ignore rolls of four if you're like me and don't like using digital dice rollers) overall love the changes Edit: Also you could make two tiny objects and maybe one tiny object one tiny weapon
Ok yeah that sounds better than how I did it though I'd add any small object as it's also supposed to be sort of like a shapeshifting swiss army knife type deal as well so like it could be a lockpick or handcuffs or a cup or something like that also I'd change the 1d4-1 charges to 1d3 (1d4 ignore rolls of four if you're like me and don't like using digital dice rollers) overall love the changes Edit: Also you could make two tiny objects and maybe one tiny object one tiny weapon
The item only lasts for 1 round, so something like handcuffs wouldn’t be very effective. And the point of the 1d4 - 1 charges was because, since its “infernal” it could give you all three charges, or it might try to screw you by giving you 0 charges that day. Also, I realized I made a mistake from what I had intended and adjusted a few things.
That’s an idea, but it would have to be at least 10 minutes. But what can it make? An entire set of Smith's Tools? Or just a sledgehammer? Or just a regular hammer? What are the limits? Why would anything from the None Hells design an item that could make a tool at all? I can’t answer these questions, I’m just the tech guy on this one.
I came up with a lore explanation: Hellmorph metal is popular among devils for its Versatility in combat tough due to the subpar grasp of time Devils hold the craftsmanship has the flaw of the shifts only lasting for a bit but this particular Armguard was stolen by a Tiefling who messed around with it's possible capabilities and expanded upon it with extra versatility allowing the ability to change into objects to help them out of some tough situations and with this feature being essentially created by a mortal with a better grasp of time it was able to last for longer (Though they could never modify the battle shifts into lasting longer as hard as they tried)
Is it balanced? Tell me in replies here are some I made for other PCs so you can see if they're the same power level Gauntlets of the Gale - Magic Items - Homebrew - D&D Beyond (dndbeyond.com) Wand of The Wild - Magic Items - Homebrew - D&D Beyond (dndbeyond.com) and here is the new one Hellmorph Armguard & Gauntlet* - Magic Items - Homebrew - D&D Beyond (dndbeyond.com)
so anyone gonna answer this or no
Well, last time I tried to help you you were very unclear, complained about all of my suggestions, and that item is still the same barely legible mess of overpowered features it was before. Are you gonna maybe take some advice this time, or not?
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I'm sorry I didn't mean to come off as rude I just meant to discuss your advice and I even updated Gauntlets of the Gale with some of your suggestions
I already know that you’re going to say that this isn’t what you want this item to do, but what you want it to do is incredibly overpowered. This is not.
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I don't see any big power changes in this Wind Dash is now 2 Ki and so is Wind Push/Pull but apart from removing the opportunity attacks you can just hurl objects for around the same damage and without your friends having to use their reaction so now it's even better but I love the Wind lift activating when you use patient defense idea that one's great
Alright, this is the best I can do with this one on short notice.
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Removing the opportunity attacks is a lot since RAW, forced movement never normally provokes opportunity attacks. The other difference is that moving the creature forces a Str save, but throwing an object at them forces a Dex save.
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Changing the attunement was important as without specifying spellcaster, it allows anybody the ability to cast spells. Unless that was the point.
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I’m honestly not even sure what the Hellmorph Gauntlets are supposed to be exactly, but I’ll do my best.
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Ok yeah that sounds better than how I did it though I'd add any small object as it's also supposed to be sort of like a shapeshifting swiss army knife type deal as well so like it could be a lockpick or handcuffs or a cup or something like that also I'd change the 1d4-1 charges to 1d3 (1d4 ignore rolls of four if you're like me and don't like using digital dice rollers) overall love the changes Edit: Also you could make two tiny objects and maybe one tiny object one tiny weapon
The item only lasts for 1 round, so something like handcuffs wouldn’t be very effective. And the point of the 1d4 - 1 charges was because, since its “infernal” it could give you all three charges, or it might try to screw you by giving you 0 charges that day. Also, I realized I made a mistake from what I had intended and adjusted a few things.
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Maybe non combat forms could last for 1 minute it doesn't make full sense lore wise but it's not unbalanced so I kinda like the idea
Maybe non combat forms could last for 1 minute it doesn't make full sense lore wise but it's not unbalanced so I kinda like the idea
That’s an idea, but it would have to be at least 10 minutes. But what can it make? An entire set of Smith's Tools? Or just a sledgehammer? Or just a regular hammer? What are the limits? Why would anything from the None Hells design an item that could make a tool at all? I can’t answer these questions, I’m just the tech guy on this one.
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I came up with a lore explanation: Hellmorph metal is popular among devils for its Versatility in combat tough due to the subpar grasp of time Devils hold the craftsmanship has the flaw of the shifts only lasting for a bit but this particular Armguard was stolen by a Tiefling who messed around with it's possible capabilities and expanded upon it with extra versatility allowing the ability to change into objects to help them out of some tough situations and with this feature being essentially created by a mortal with a better grasp of time it was able to last for longer (Though they could never modify the battle shifts into lasting longer as hard as they tried)
Hellmorph Armguard - Magic Items - Homebrew - D&D Beyond (dndbeyond.com) made an updated version