Weapon (dart), artifact (requires attunement by a A creature Asmodeus deems worthy of course correcting his grand plan)

These gloves belong to the Arch Devil Asmodeus. Fashioned from a terrible mixture of celestial and his own blood, they dim lights around them and crackle with power. Once attuned the gloves become permanently attached to you and cannot be unattuned without completing some greater task for Asmodeus. The gloves enhance unarmed strikes or may fire magical darts from the palms. The gloves chooses who can attune to them and who can’t. The gloves long to serve Asmodeus' great plan.

Attunement. The gloves allows you to attune to them immediately, without having to take a short rest. The first time you attune to the gloves, you are transformed into a Devilishly, unrealistic version of yourself, cursed to embody your greatest sin or insecurity. This may take the form of otherworldly beauty and an inability to look anything other than risqué for the sin of Lust, or rippling muscles and a perpetually red face for the sin of Wrath, in whatever form you take it should look like a gift to anyone but you. To you, your new appearance will be a constant reminder of your flaws, fears, and insecurities. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful evil willingly or otherwise, and you gain the following traits:

Devil's Loopholes. You can speak, read, and write Infernal.

Fiendish Resistance. You have resistance to necrotic and radiant damage. 

Burns of the First Liar. You have immunity to fire damage.

Unholy Presence. Your Charisma score becomes 20, unless it is already 20 or higher.

Warped Wings. You painfully sprout a set of membranous wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which burn away.

Truesight. Your eyes become devoid of any light. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.

New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits do not override any conflicting personality trait, ideal, bond, or flaw but do supersede them. You should experience the conflict of making a decision that is counter to who you were.

Personality Traits

D8 PERSONALITY TRAIT
1 I treat all beings, even enemies, with respect. I am insincere about the respect.
2 I will lie frequently, especially if it will benefit me, even a little.
3 I enjoy sharing the problems in everyone else's philosophical worldviews and experiences. Especially if I can lie about them.
4 I cannot help but to be vague and leave ambiguity in every conversation.
5 I refuse to be quoted. Any time I must repeat myself I will use as many different words as I can to convey the same thing.
6 I allow my anger to simmer and accrue interest. Revenge is best served cold.
7 My praise and trust are given freely, but they are hollow and merely tools to an end.
8 I am like a cat, anything I see that is organized must be batted away when no one is looking.

Ideals

D6 IDEAL
1 Greed. I always seek to exploit those in need. (Evil)
2 Skepticism. We all serve to complete a near ineffable plan, I shall make sure we all play our parts properly. (Lawful)
3 Exemption. Loopholes are meant to be exploited and rules are to be followed exactly as written.  (Lawful)
4 Authority. All people fall under a hierarchy, it is their own fault they are in the position they are in. If people what a better life they must be willing do anything for it. (Evil)
5 Shame. I am shameful and am deserving of my inevitable punishment. (Lawful)
6 Damnation. Transgression can only be met with punishment, regardless of intent. (Evil)

Bonds

D6 BOND
1 I have recurring nightmares of things I could not prevent or things I will not be able to prevent.
2 I must keep a written record of the sins that I witness, and the punishments I believe they deserve. When finished, this book will be my gift to the multiverse.
3 I have maintained a part of my original self somewhere deep inside me, I am too prideful to fully let go.
4 I will let those who fight beside me die, in order of their faults or transgressions against me.
5 I seek to honor Asmodeus by destroying resistance to his plan and other heroes who may get in his way wherever I find them.
6 Asmodeus has chosen me. I cannot fail him, the punishment will be too great.

Flaws

D6 FLAW
1 I am too prideful. I could never be wrong on anything.
2 I am too wrathful. I will never forgive any transgressions no matter how small.
3 I am too greedy. I must have at least twice as much as the next person even if it must go to waste.
4 I am too envious. Everyone else has such an easy life compared to me, their suffering must all be an act.
5 I am too slothful. I will never do more than the bare minimum required of me, ever. 
6 I am too gluttonous. My every appetite is insatiable, anything that can be indulged, leched, or imbibed must.

Unholy Darkness. The gloves absorb light in a 10-foot radius leaving you perpetually in dim light regardless of outside forces. Celestials find the gloves’ darkness unsettling and depressing, even if they can’t see it, and have disadvantage on attack rolls made within the weapon’s radius of dim light.

As a bonus action, you can intensify the gloves' darkness, causing it to emit magical darkness in a 30-foot radius, or reduce its absorption to its normal intensity.

Random Properties. The gloves have 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master's Guide.

Infernal Branding. The gloves deal an extra 9 (2d8) fire or necrotic damage to any creature it hits. A good creature that takes the fire damage must succeed on a DC 17 Constitution saving throw or be blinded takes the necrotic damage must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn.

Sentience. Asmodeus' Idle Play Things are sentient, lawful evil gloves with an Intelligence of 20, a Wisdom of 14, and a Charisma of 24. It has hearing and normal vision out to a range of 30 feet.

The gloves communicate by transmitting emotion to the creature carrying or wielding them.

Skeptic. While holding or wearing the gloves, you gain advantage on all Wisdom (Insight) checks.

Destroying the Gloves. Only Asmodeus can destroy the gloves. If Asmodeus is defeated truly and sincerely (either in combat or a game of some sort), the gloves lose all properties except the light absorption and radiating darkness, acting as a hint to his inevitable return.

Proficiency with a Dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Language: Infernal, Resistance: Radiant, Resistance: Necrotic, Set: Charisma Score, Set: Speed (Flying), Sense: Truesight, Damage: Fire, Advantage: Insight, Immunity: Fire, A creature Asmodeus deems worthy of course correcting his grand plan, Finesse, Thrown, Vex

AggronXLR

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