This paired set of gloves is highly coveted by alchemists, who may require precise heating and cooling of objects during experiments. The gloves are tagged with activation words: Red glove (Blys - Flare) and Blue glove (Loft - Air). While worn, the pair of gloves counts as an arcane focus for spellcasting.
While Attuned and worn, grants +1 to Spell Attack bonus and +1 to Spell Save DC. Additionally, you have Resistance to Fire damage while wearing these gloves.
This item has 3 charges, and regains 1d3 charges daily at dawn. As an action, you can expend charges to perform one of several actions.
0 Charges: Ignite - Make a Melee Spell attack (D20+Spell Attack bonus) against a creature or object within 5ft. On a hit, the target takes 1d8 Fire damage and is set alight, taking 1d4 fire damage at the start of their next turn.
0 Charges: Gust - You cast the Gust cantrip.
1 Charge: Smoke Blast - you clap the gloves together to create a cloud of obscuring smoke and ash in a 10ft cute originating from yourself (center or facing). Other creatures in the cube must succeed on a CON save (Spell Save DC) or be Blinded for 1 minute. A creature blinded this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, the cube becomes Heavily Obscured for 1 minute or until the lingering smoke is dispersed by a breeze or similar effect.
2 Charges: Convection - you cause a swift gust of wind to swirl around an existing source of flame within 60 feet, fanning it and causing it to combust into a 10ft sphere centered on the source of flame. Each creature in the sphere must succeed on a CON Save or take 4d6 Fire damage (half on success) and be Deafened for 1 minute. An affected creature can repeat the save at the end of its turn, ending the deafness on a success.
3 Charges: Backdraft - **special, as a reaction when you cause fire damage with a spell** You utilize the combined power of fire and air to create a violent backdraft in the aftermath of your damaging spells. When you cause fire damage with a spell, you can choose to expend 3 charges and create a Backdraft in the area affected by your spell. All oxygen is swiftly consumed in the area, and a strong pressure wave is produced. Each creature other than you in the area of effect must succeed on a CON save or take 6d6 force damage from the pressure wave. Any creature that is concentrating on a spell makes the Concentration check for this damage with disadvantage. Additionally, the area is devoid of atmosphere, extinguishing nonmagical flames and preventing breathing, and thereby preventing verbal components of spellcasting.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Resistance: Fire, Gloves, requires Attunement by a spellcaster, Focus, evocation
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