These reinforced leather gloves empower unarmed attacks while providing support and protection for your wrists and hands. The gloves are unbreakable while worn.
You may choose whether attacks with these gloves count as unarmed strikes or attacks with melee weapons. When treated as melee weapons, each hand is a light finesse martial weapon that deals 1d6 bludgeoning damage. You are proficient in their use.
Whether treated as melee weapons or unarmed strikes, attacks from these gloves have a +2 magical bonus to attack and damage rolls. Every attack that hits also deals an additional 1 Force damage, and allows you to push the target up to 5 feet away as long as it's no more than one size category larger than you.
At the beginning of your turn, you may designate an empty hand as a "deflector". If you do not use the hand for anything but deflecting blows, you have a +2 bonus to Armor Class until the start of your next turn. If you use both hands in this way the bonus increases to +3. These bonuses does not stack with those from a shield.
One attack you make with these gloves on each of your turns can be a "called shot". You must make it clear exactly where you plan to hit. You then make the attack roll with disadvantage. This disadvantage cannot be cancelled by advantage or otherwise bypassed. If you hit, you deal critical damage and may choose one of the following effects:
Sap. The target has disadvantage on its next attack roll before the start of your next turn.
Slow. The target's speed is reduced by 10 feet until the start of your next turn.
Topple. The target must pass a DC 17 Constitution saving throw or be knocked prone.
Notes: Damage, Buff, Combat, Handwear
Previous Versions
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