Wondrous Item, rare (requires attunement)

Boxing gloves? Really? Surely there are better things to put your faith in. Well, who needs swords and magic when you have fists? Probably not you.

A trusty pair of boxing gloves. Perfect for when you need to make a point, and preferably with someone's face. So go out there and give them some regrettable medical expenses! Oh, wait... they can use magic to heal, can't they? Well, nothing a few more punches can't fix.

THESE HANDS MEAN BUSINESS. While attuned to these gloves, both of your hands are occupied by the gloves. The gloves cannot be removed while you remain attuned to them. You cannot wield weapons or shields, and you have disadvantage on Sleight of Hand checks and ability checks requiring hands, of course. You also have difficulty performing tasks that require precise handling or manipulating small objects.

WELCOME TO THE BIG LEAGUES. Your unarmed strikes deal 1d8 bludgeoning damage plus your Strength Modifier while wearing the gloves.

These gloves have 15 charges and regain all expended charges when you finish a long rest. You can expend these charges to use the properties of the gloves.

DOWN FOR THE COUNT. When you hit a creature with an unarmed strike using these gloves, you can expend 2 charge to force it to make a DC 15 Strength saving throw. On a failed save, the creature is knocked prone.

LET HIM GET UP, LET HIM GET UP. When a creature within your reach is prone, you can use your reaction and expend 1 charge to help it back to its feet. The creature immediately stands without expending movement. Until the end of your next turn, you have advantage on your next unarmed strike against that creature.

KEEP YOUR GUARD UP. When a creature you can see hits you with a melee attack, you can use your reaction and expend 2 charges to block the blow, reducing the damage you take by 1d8 + your Strength modifier. If this reduces the damage to 0, you can immediately make an unarmed strike against the attacker as part of the same reaction.

HAYMAKER. When you hit a creature with an unarmed strike using these gloves, you can expend 5 charges to deliver a devastating haymaker. The attack deals an additional 2d8 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from you.

AND ANOTHER THING. When you hit a creature with an unarmed strike using these gloves, you can expend 4 charges to follow up with a flurry of punches. You can make one additional unarmed strike against the same creature as part of the same action. You can use this property only once per turn.

DUCK AND WEAVE. When a creature you can see makes an attack roll against you, you can use your reaction and expend 3 charges to impose disadvantage on that roll.

DEMPSEY ROLL. As an action, you can expend 10 charges to unleash a devastating barrage of hooks. Make three unarmed strikes against a creature within your reach using these gloves. Each strike deals your normal unarmed strike damage. If all three strikes hit the same creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of your next turn. Until the start of your next turn, attack rolls made against you with melee attacks have disadvantage.

Notes: Damage, Buff

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2026 7:40:25 PM
2
1
--
Coming Soon
8/8/2026 8:29:22 PM
6
1
--
Coming Soon
8/31/2026 1:30:49 PM
5
1
--
Coming Soon
8/31/2026 1:35:47 PM
4
1
--
Coming Soon
10/21/2026 9:33:37 PM
6
1
--
Coming Soon

Item Tags: Damage Buff

flippingpotaters

Comments

Posts Quoted:
Reply
Clear All Quotes