Wondrous Item, very rare (requires attunement by a spellcaster)

These gloves were created during the beginning age of the Calamity. Though these gloves did have a great amount of power within them, as time marched on during the Calamity they would go unused as they were much weaker by comparison to other weapons at the time. However, that does not mean that later in time these gloves would not be used at all. In a time much later, after the Calamity, these gloves would be discovered by a group of adventurers known as The Band of Broken Blades, and would be used by Agrenam D'Nort in the group's final battle against The Sin of Eyes.

Dormant

While the Arcanist's Grip is in it's Dormant state, the gloves have 8 charges and regains 1d4 + 2 expended charges daily at dawn. While wearing these gloves you can expend it's charges to cast the following spells, Magic Missile (1 Charge) or Lightning Bolt (3 Charges), which are cast through the gloves. Spells cast through these gloves use your spell attack roll and spell save DC. These gloves also act as a spell casting focus.

Additionally, you can expend charges from these gloves to perform the following abilities;
Arcane Barrage (2 Charges). When you cast a cantrip through these gloves you can alter how the spell behaves when it is unleash. Instead of increasing the damage of the cantrip when you reach certain levels, you can cast the cantrip additional times as part of the same action (except for cantrips that already do this, like Eldritch Blast). To be cast in this way, the cantrip must deal damage, must make a spell attack or require a saving throw, and must have a range other than self. When you cast a cantrip in this manner, you cast it 2 times at 5th level, 3 times at 11th level, and 4 times at 17th level. The cantrip can deal its damage more than once, but its other effects can't be applied again.
Arcane Barrage Overcharge (1 Charge). When you use Arcane Barrage you can expend an additional charge to create an additional instance of the cantrip you just casted. Resulting in gaining an additional attack roll or saving throw from this additional instance.

Lastly, while wearing these gloves, you have a +1 bonus to spell attack rolls and your spell save DC increases by 1.

Awakened

When the Arcanist's Grip reaches it's Awakened state, you gain the following benefits.

  • The gloves have 12 charges, and they regain 1d6 + 2 expended charges daily at dawn.
  • You can also spend charges to cast the following spells from the gloves: Elemental Bane (4 Charges) or Telekinesis (5 Charges). You can also now use charges to upcast Magic Missile to 5th level (1-5 Charges).
  • Spellslinger (2 Charges). When you cast a spell that has a casting time of 1 action, you can spend 2 charges to change the casting time to 1 bonus action for this casting.
  • The bonus to spell attack rolls and your spell save DC increases to +2.

Exalted

When the Arcanist's Grip reaches it's Exalted state, you gain the following benefits.

  • The gloves have 20 charges, and they regain 1d6 + 4 expended charges daily at dawn.
  • You can also spend charges to cast the following spells from the gloves: Chain Lightning (6 Charges) or Mordenkainen's Sword (7 Charges). You can also now use charges to further upcast Magic Missile to 7th level (1-7 Charges).
  • Twisting Spells (5 Charges). When you cast a spell through these gloves that would affect more then one creature, such as Lightning bolt or Fireball, you can expend charges to twist the spell in a way that protects certain creatures from the spell. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
  • The bonus to spell attack rolls and your spell save DC increases to +3.

Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, spellcaster

Endershift

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