Wondrous Item, very rare (requires attunement by a Fighter, minimum STR 16)

These Gauntlets were manufactured using Manufactured Magical Technology, otherwise known as Hextech to some, though it is more colloquially referred to as Magitek. These gauntlets possess the Heavy and Two-Handed weapon traits due to their large and unwieldly size.

While attuned to these gauntlets your unarmed strike does 1d10+STR bludgeoning damage, and is considered magical for the purposes of overcoming resistances. These gauntlets are also considered Adamantine, dealing critical hits to structures and objects. Vault Breaker is also affected by this trait.

While wielding these gauntlets you also gain the ability to perform special maneuvers utilizing the raw power of the Atlas Gauntlets.

Vault Breaker(Recharge 5-6). As an action, you can dash forward up to 15 feet, passing through enemies and knocking them aside using the normal shove rules. At the end of your dash, you deal damage to whatever you collide with, equal to 1d8 for every 5 feet you travelled. This action does not provoke opportunity attacks when passing through an enemies threatened radius. due to the high speed. You are unaffected by difficult terrain when using this ability

Relentless Force(Recharge 5-6). As a Bonus Action you can charge the gauntlets with extra force. The next melee attack you make gains an additional 2d8 force damage, and all enemies in a ten-foot cone behind your target must make a dexterity saving throw, with a DC equal to 8+STR+CON. On a successful save they take half damage, and on a failed save they take full damage and are deafened until the end of your next turn.

Blast Shield(Passive). After activating either Vault Breaker or Relentless Force you gain temporary HP equal to 1d10+CON Modifier.

Denting Blows(Passive). After the third activation of either Vault Breaker or Relentless Force your next attack inflicts a -2 penalty to your target's AC until the end of your next turn.

Cease and Desist(1/long rest). Once per long rest you can activate this ability as a bonus action. Your next use of Vault Breaker is augmented with an additional effect. The distance increases to 30 feet, and additionally deals damage in a five foot radius centered on the impact point. All creatures other than you in the radius must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d8 force damage for every five feet that you travelled, and is stunned until the end of your next turn. On a successful save, a creature takes half damage and suffers no other effects.

Notes: Bonus: Unarmed Attacks, Weapon Property: Heavy, Weapon Property: Two-Handed, Fighter, minimum STR 16, Damage, Movement, Combat, Handwear

Item Tags: Damage Movement Combat Handwear

TarrynJyuttin

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