Wondrous Item, very rare (requires attunement by a The wearer must spend 168 hours (1 week) fortifying an area with traps. The attuned must be an artificer of 5th level or higher.)

The zelta glove was constructed by a well known artificer known as Charlie Zelta in the golden age of natural philosophy. This was during the inquisitions attempts to eradicate science and other forms of "blasphemy", and functioned as a way for her to defend her fortress in her last stand against the inquisition, which had metal support beams and copper grids built into the concrete of the flooring. She still died at the hands of the inquisition. Unfortunately the final defence measure only scarred the leader of the inquisition. He was the only one left after all. Eventually it was found by scavengers who sold it on the black market. Since then it has been through (sometimes literally due to the volatile nature of its magic) the hands of many aspiring artificers, attempting to reverse engineer the creation with varying degrees of success..

Those who wear this glove sometimes hear echoes of the souls of the previous owners

If the wearer uses the shove action while wearing these gloves, the target is automatically pushed back 10ft or 5ft if attempting to knock them prone, regardless of whether they succeed the strength saving throw or not (knocking the target prone still requires a strength saving throw to succeed).

The zelta glove grants a +10 to walking and burrowing speed, and a swimming and climbing speed equal to the wearer's walking speed.

The wearer gains a +3 in lightning damage with unarmed strikes and metal weaponry, and resistance to lightning damage channeled through the glove.

The zelta glove has 4 charges that recharge on a short rest or by absorbing the energy of a strong source of electricity.

The user can expend 3 charges to cast the web spell with no material components. The webs formed by this spell are non-flammable and electrically conductive.

Expending 2 charges allows the wearer to cast up to 2 electrically charged floating hands akin to the Mage hand cantrip. Mage hands produced this way do 1d4 lightning damage when in contact with a creature. 1d4 lightning damage is roughly equivalent to 15000v of electricity. Such Mage hands can be given set tasks which they will complete to the best of their ability, and gain a range of 2 miles from the area it was casted. While under these effect the hand becomes attackable (any damage exceeding 5hp destroys the hand instantly), and become permanent until the task is completed.

The wearer can gain the benefits of a long rest through four hours of sleep or light activity.

While in the presence of an energy source equivalent to or more than 1d4 lightning damage, fire damage or physical damage (in other words a large amount of kinetic energy) you can siphon the energy off the source and propel up to 3 bolts of pure focused energy at an area within 500ft at near light speed doing 1d4+1 damage to the target. For every damage dice above 1d4, you can propel an additional bolt (increasing the size of the damage die has the same effect). Likewise, while in the presence of a similarly strong source energy, the caster can expend an action to heal 1d4 of their hp, or cast the haste spell with no material components (Although leaving the vicinity of the source ends the effect).

Lastly, if the caster falls below 0 hp while attuned to the glove, they can choose to activate a final defense measure become wreathed in lightning which persists for 1d4 minutes or until struck, at which point the lightning will rapidly expand, disintegrating everything within a 40ft radius aside from the gloves themselves as if by a 9th level disintegrate spell.

Despite the nature of its existence, the item functions with different mechanisms and physical laws than other similar items, and as such is classified as nonmagical.

Cursed:
Whenever they attempt a long rest, health recovered through hit dice is halved. The wearer can expend their 5 largest hit dice to cancel this effect. The curse always returns on the next long rest, even if removed using remove curse. This curse manifests as electric convulsions during sleep.
This item cannot be removed unless it is currently under the effect of the remove curse spell, and the wearer feels no urge to remove it.
If the wearer attempts to cast any evocation spell which uses any damage type but lightning damage, the damage is changed to lightning damage.

Notes: The wearer must spend 168 hours (1 week) fortifying an area with traps. The attuned must be an artificer of 5th level or higher., Healing, Damage, Utility, Combat, Handwear, Artificer

Previous Versions

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Item Tags: Healing Damage Utility Combat Handwear Artificer

dingbatdoodleberry

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