Gauntlets contain 5 charges that reset every dawn.
1. Kinetic Resonance
When you hit a creature with a melee weapon attack, the gauntlets release a pulse of force. The attack deals an extra 1d8 Force damage. (If the target is a construct or an object, this damage increases to 2d8).
2. Silvered Conduction
While wearing these gauntlets, any weapon you hold is considered Magical and Silvered for the purpose of overcoming resistances.
3. The Master’s Flow (Charge-Based Utility)
When you hit a creature with a melee weapon attack, you can expend 1 Charge to apply one of the following "Smithing Techniques":
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Quench: The target’s speed is reduced by 10 feet until the start of your next turn.
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Fold: The target has Disadvantage on the next Strength or Dexterity saving throw it makes before the end of your next turn.
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Strike: You can push the target up to 10 feet away from you. This effect automatically succeeds on creatures Large or smaller.
4. Focused Absorption (Reaction)
When you take Bludgeoning, Piercing, Slashing, or Force damage, you can expend 1 charge to gain Resistance to that instance of damage and that damage type until the start of your next turn.
Notes: Anvil-Breaker Gauntlets
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