Combining innovation and volatile magicks, these are a set of arcane vestments only concocted with the uncontrolled imagination in the Izzet League. These were adapted for the sentinels and automatons to better guard Izzet Laboratories from any would be raiders or robbers. The gauntlets are able to function similarly to the Mizzium Apparatus, adapting arcane magicks to imbue the mizzium laced gauntlets with different elemental effects as the wearer strikes at any intruders.
Once per short rest, for 1 min, you can activate the arcane gauntlets, your unarmed strikes deal 1d8 damage of a random elemental property based on the d8 table. These unarmed strikes are considered melee spell attacks (use your spellcasting modifier).
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Artificer or Wizard, Range, Ammunition (Firearms), Reload, Sap
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