Wondrous Item, rare

This single Gauntlet, Gnomish in manufacturing, is made out of several iron bands, riveted onto flexible leather straps. The Gauntlet fits comfortably, and it magically adjusts its size to fit the user's hand.

Attached to the Gauntlet through a sophisticated loading-pulley system are six vials of effervescent liquid. Each vial varies in color and contains a random magical substance in a small ampoule. When a user equips the Gauntlet, they can spend a reaction to pull their hand into a fist. This "cocks" the Gauntlet's pulley mechanism, rotating a vial into a slot in the knuckle area of the Gauntlet. While the Gauntlet has a vial loaded in this way, the user may make a melee attack (the Gauntlet is versatile, and the user is proficient with it.) On a successful hit, the vial shatters against a creature or surface, destroying it and triggering a random magical effect. The Gauntlet protects the user typically from any effects it produces unless otherwise specified. Roll a d20 and consult the table below:

1: The vial explodes violently in a wreath of emerald green fire, engulfing the combatants. Both the user and the target take 4d8 fire damage, and their AC decreases by 1d4 as the magical fire scorches flesh and warps metal. The AC debuff can be reverted by taking a long rest to repair the armor or tend to the burns.

2-5: Green, pungent liquid coats the target as the ground below them begins to crumble. Several large, animated roots and vines snap out of the earth and wrap themselves around the target. The target takes 2d8 poison damage and must make a Strength saving throw. On a failed save, the roots wrap around the target and pin them to the ground, grappling them. At the beginning of that creature's turn, they take 2d8 bludgeoning damage from the constricting roots. The creature may then attempt the saving throw, breaking out of the hold on a successful check.

6-10: Red, sanguine liquid splashes onto the target, sizzling into them and making the target see red. The target takes 2d8 acid damage and must make a DC 15 Wisdom saving throw. On a failed save, the target has a disadvantage on any attack rolls against targets other than the user of the Gauntlet, and they have a disadvantage on maintaining concentration on spells or magical effects. The target may attempt the saving throw at the end of their turn, ending the effect on a success.

11-15: Frigid, blue liquid leaps from the vial and splashes on the target, freezing them and snaking its way up their body. The target takes 4d8 cold damage and must make a DC 15 Constitution saving throw. On a failure, the sub-zero liquid seizes the target, paralyzing them. The creature may attempt the saving throw at the end of their turn, ending the effect on a success. If the vial strikes a surface or structure, it does double damage to the surface as the cold liquid shatters its structural integrity.

16-19: Dark, velvet purple liquid envelops the target, humming with Conjuration magic. In a split second, the liquid crushes the target, attempting to shift its form elsewhere forcibly. The target takes 4d8 force damage and must make a DC 15 Charisma saving throw. On a failure, the target is teleported 30ft to an unoccupied space of the DM's choice. If no unoccupied space exists, the target takes an additional 1d8 of force damage as the purple liquid dissipates.

20: Shining, shimmering silver light explodes forth from the vial, searing divine energy into the target with a deafening blast. The target that's unfortunately struck by the attack takes 4d8 radiant damage and 4d8 thunder damage, as blinding, holy light fills a 20ft radius sphere. Each creature (including the user of the Gauntlet) must make a DC 15 Constitution saving throw or be blinded by the sudden, overwhelming visual stimuli. Any blinded creatures may attempt the save at the start of their turn, ending the effect on a success.

 After using the Gauntlet six times, it runs out of charges and can no longer use its vial ability. If the user procures more vials, they can "reload" the Gauntlet, regaining uses of the Gauntlet's power.

Notes: The location of new vials for the Gauntlet is up to DM discretion. Some suggestions include alchemists, artificers, returning to the maker of the Gauntlet, commissioning others to make it, or having the party magic-user craft new vials during downtime. Also, the included table is a suggestion as to the effects the Gauntlet can produce; the GM can expand or condense the list, or otherwise modify it as they see fit., Damage, Combat, Handwear

Item Tags: Damage Combat Handwear

The_Wolfe_Man

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