Once wielded by the great Titan Lanaxis during the earliest times of the world, these gauntlets are made of mithril, gold, and silver bands with a several multi-faceted gems covering the backs of each. Whenever the gauntlets are not worn by any creature and become separated by more than 10 feet they slam into each other with violent force that causes 10d6 thunder damage to all creatures and objects in a 20 foot radius.
These gauntlets have 5 charges to empower some of their magical abilities. These charges replenish after a short rest.
While the wearer is attuned to these gauntlets any non-magical attacks that strike them have their damage reduced by 3 points.
In addition they gain the following abilities:
Titan's Force. Once each round, the wearer can expend a charge from the gauntlets to deal an extra 2d6 points of thunder damage with a melee attack.
Titan's Might. As an action, once per day the wearer may leap up to 40 feet in any direction and strike one of the gauntlets upon the ground, causing ripples of destructive energy to propel away from them. Each creature they choose within 20 feet of where the ground was struck must succeed on a Constitution saving throw (DC 18) or take 10d6 thunder damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Titan's Ward. Each time the wearer takes a long rest, the gauntlets cast the Death Ward spell, targeting the wearer and with a duration of 24 hours. They can only benefit from one Death Ward spell at any given time.
Titan's Resilience. In response to being dealt damage that is not bludgeoning, piercing or slashing damage, the wearer can use their reaction to gain immunity to that type of damage, they still take the damage from the source that triggered the reaction but are from then on immune to any future damage of that type. This benefit lasts until the wearer finishes a short or long rest. Once used, this ability cannot be used again until a long rest is taken by the wearer.
Titan's Fortune. If hit by an attack with a magical weapon or targeted spell, the wearer can use their reaction and spend three charges from the gauntlets to absorb the damage from the attack. The damage from the attack is negated and the wearer instead gains temporary hit points equal to half of the damage they would have taken. These temporary hit points fade when the wearer takes a short or long rest.
Previous Versions
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10/21/2019 10:43:42 PM
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