You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the claws, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have good alignment party members with you, the radius of the aura increases to 20 feet.
You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).
These claws contain 5 charges each. You may expend 1 charge to deal an additional 1d4 radiant damage. If you expend multiple charges on one claw, you are only able to expend a maximum of 1 charge on the other claw. Add an additional d4 for every expended charge. When expending 5 charges on one claw, roll a d20. On a roll of a 1, you also take the radiant damage dealt, and the claw is unable to recharge the radiant shots for 8 hours.
You can use a bonus action to refresh the charges in one claw.
- While using these clawed gauntlets, you cannot use any other weapon (ranged or melee). Improvised weapons are useable with some difficulty.
- Your unarmed melee damage is a 1d10 + STR
These matte grey, steel alloy, claw tipped, gauntlets were made by a legendary artificer.
Proficiency with a Greataxe 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.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Damage: Radiant, Melee Weapon Attack: Slashing, Set: Extra Attacks, These claws contain 5 charges each. You may expend 1 charge to deal an additional 1d4 radiant damage. If you expend multiple charges on one claw, you are only able to expend a maximum of 1 charge on the other claw. Add an additional d4 for every expended charge. When expending 5 charges on one claw, roll a d20. On a roll of a 1, you also take the radiant damage dealt, and the claw is unable to recharge the radiant shots for 8 hours. You can use a bonus action to refresh the charges in one claw., Damage, Combat, Wristwear, Outerwear, Handwear, Heavy, Two-Handed, Cleave
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