These gloves were initially made for circus performers attempting great acrobatic feats. However a more cunning mind may find more uses for them.
Upon equipping, all unarmed strikes deal 1d4 slashing damage.
Each glove requires having Wire Spindle (15) equipped to use the following features. Reloading a new Wire Spindle (15) requires a short rest or long rest.
As an action, a ranged attack can be used with the wire gloves dealing 1d4 slashing damage, range 10/20. Cost (Wire Spindle (1) per attack).
As an action, a sweeping attack can be made dealing damage in a 20 foot cone. Cost (Wire Spindle (4)).
As a bonus action while dual wielding wire gloves, A net can be formed. As an action, the net can be used on creatures large or smaller. Cost (5 small, 10 medium, 15 large).
By spending an hour you can set up a 30 foot radius wire trap that can affect creatures of size large or smaller. Any creature that attempts to moves into the trap area or starts moving while in the area must make a dexterity saving roll. If the creature fails the save, they are restrained, on a successful save, nothing happens. Each turn a restrained creature may make a strength saving throw to remove the restrained effect. The trap may be destroyed and has health equal to the amount of wire spindle used. A creature of size huge or larger moving through the trap will trample it rendering it useless. Any incorporeal creature is unaffected by the trap. (Any save DC will be 10+dex+prof.)
Proficiency with a Dagger 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.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Finesse, Light, Thrown, Nick
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