Wondrous Item, legendary

A pair of gloves, each pulsing with a magical energy. The right glove radiates with heat and the left radiates with cold.

When the user wields the gloves, they can channel the energy of the gloves into their unarmed strikes.

When wearing these gloves you can add either +2 fire damage or +2 cold damage to your unarmed strikes.

Table: Thermo Gloves

Level Proficiency
Bonus
Features Ice points Fire points
1st +2 Fire and Ice Points 2 2
2nd +2 Passive Resistance 3 3
3rd +2 Temperature 4 4
4th +2 Ability Score Improvement 5 5
5th +3 Elemental Blast 6 6
6th +3 Temperature Feature 7 7
7th +3 Hot & Cold Resistance 8 8
8th +3 Ability Score Improvement 9 9
9th +4 Temperature Feature 10 10
10th +4 Ice Surfing 11 11
11th +4 Temperature Feature 12 12
12th +4 Ability Score Improvement 13 13
13th +5 Extra Attack 14 14
14th +5 Temperature Feature 15 15
15th +5 Fire Flight 16 16
16th +5 Ability Score Improvement 17 17
17th +6 Flashfreeze Heatwave 18 18
18th +6 Temperature Feature 19 19
19th +6 Ability Score Improvement 20 20
20th +6 Dual Mastery 21 21

 

Fire and Ice Points

At 1st level, you acquire the ability to create ice with one side of your body and fire with the other. You are able to use these abilities through your fire and ice points, which are determined by your level in this class. The number of points you have is tracked Fire/Ice points column of the Thermo Gloves table. You regain your maximum fire and ice points at the end of a long rest.

You use these points to fuel your various fire and ice abilities. You start knowing four such abilities Freezing GroundIcy TouchBurning Defense, and Heating Grasp.

Some of your fire and ice abilities require your target to make a saving throw to resist the feature's effect. The saving throw DC equals 8 + your proficiency modifier + your dexterity modifier.

Freezing Ground - As an action, you expend 1 ice point to cover up to a 30 foot radius area around you in ice. This area becomes difficult terrain and creatures caught within this area must make Dexterity saving throw against your fire/ice DC. If the creature fails, they fall prone. If they succeed, they maintain their balance. You are immune to the effects of this terrain. The ice will melt after 1 minute or it can be melted by your heat as a bonus action.

Icy Touch - As an action, you expend 1 ice point and touch a creature of your size or smaller. The creature must make a Dexterity saving throw against your fire/ice DC. If the creature succeeds, nothing happens. On a failure, they are restrained by ice that forms along one of their appendages. The creature can attempt to break the ice as an action by making a Strength saving throw against your fire/ice DC at the start of each of their turns. You can melt the ice as a bonus action.

Burning Defense - As a bonus action, you expend 1 fire point and gain the following benefits. You cover half your body in fire and increase your AC by 2 for 5 minutes. You can dismiss this fire as a bonus action.

Heating Grasp - As a bonus action, you expend 1 fire point and heat up the weapon you are holding. Your next attack with that weapon deals an additional 1d4 fire damage.

Passive Resistance

At 2nd level, your body is able to regulate itself to an extreme degree. So long as you have one fire/ice point, you have advantage against the effects of extreme heat/cold.

Temperature

At 3rd level, you chose a Temperature. Choose between Hot or Cold, your choice grants you features at 3rd and again at 9th, 11th, 14th, and 18th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Elemental Blast

At 5th level, you can directly manifest your gloves destructive power. As an action for 1 fire/ice point, you can make a ranged attack (range 45/90) against 1 creature. On a hit, they take 2d8 + your Dexterity modifier Fire/Cold damage.

Hot & Cold Resistance

At 7th level, you become accustomed to the heat of flames and the chill of ice. You now have resistance to both cold and fire damage.

Ice Surfing

At 10th level, you learn to surf along the ground using your ice. You may expend 3 ice points and a bonus action to double your movement speed for 1 round. In addition, any ground you move along becomes icy, similar to your freezing ground ability.

Extra Attack

At 13th level, when you take the attack action, you may attack twice instead of once.

Fire Flight

At 15th level, you can propel yourself using your flames. As an action for 3 Fire Points, you can grant yourself a flying speed of 30 feet until the beginning of your next turn.

Flashfreeze Heatwave

At 17th level, you can supercool the air around you before rapidly reheating it to create a massive wave of pressure. As an action for 5 Ice Points and 5 Fire Points, every creature in a 60ft by 30ft line must succeed a Constitution saving throw. On a failure, they take 5d10 force damage, are moved 15 feet away from you, and are knocked prone. On a success, they take half as much damage, are moved 5 feet away from you, and are not knocked prone.

 

Dual Mastery

At 20th level, both sides of your gloves have been highly developed. You gain 2 features from the Temperature you did not choose that have a level requirement of 11 or lower.

Notes: Minimum Constitution and Dexterity of 14

Benicus223

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