Attacks made with this weapon have +1 to attack and damage rolls, increasing to +3 when you use the gauntlets to attack a structure or construct, or if you move at least 20 feet in a straight line immediately before making the attack. Additionally, while wearing these gauntlets, your strength score increases by 1.
The Atlas Gauntlets were designed to be a heavy duty tool of destruction. You cannot use tools or add your proficiency bonus to any other weapon attack while the gauntlets are equipped. The gauntlets are only able to be equipped or removed with the built-in latch mechanism operated by the attuned wielder, meaning you cannot be disarmed of them unless you are willing or incapacitated. A creature attempting to remove the gauntlets must make a successful strength or tinker's tool check against your spell save DC.
The gauntlets have four arcane charges which are regained at the end of a long rest. While attuned and equipped, you can consume a charge to engage one of the abilities listed below. If you trigger another ability, or the gauntlets are removed, the previous ability ends. As an action, a creature can expend one 1st level artificer spell slot to restore one charge.
Blast Shield. As a reaction, you can redirect the gauntlets' energy to cast Shield.
Vault Breaker. As a bonus action, you can clap the gauntlets together to cast Thunderwave at first level.
Excessive Force. As a bonus action, you can consume up to four charges to charge the knuckles with energy. The first time you hit an enemy with this weapon within one minute, the gauntlets ring with thunder that is audible within 300 feet of you. The attack deals an extra 2d6 thunder damage to the target, and half as much to any creatures on the opposite side or opposite corner of the target within 5 feet of it. The thunder damage increases by 1d6 for each additional charge consumed beyond the first.
Assault Battery. As a bonus action, you can consume up to four charges to overpower the battery for one minute. The first time you hit an enemy with a melee attack using the gauntlets, the attack deals an extra 1d8 lightning damage per charge expended. On a hit, the target is unable to take reactions until the start of its next turn.
While sturdily built on the exterior, the internal mechanisms can be prone to damage in combat. If you roll a natural 1 on a melee attack roll using the gauntlets, you must roll on the fault table. If the affected ability is active when the fault occurs, the ability ends, and the charge is consumed. As an action, make a DC 13 check with your tinker's tools to try and repair one damaged component. These checks are made with advantage if you also have the mending cantrip prepared.
Fault Table:
| d8 | FAULT | EFFECT |
|---|---|---|
| 1 | Shock Absorbers | You take 1 bludgeoning damage from every melee attack you make with the gauntlets. |
| 2 | Echo Plating | You are unable to use the Excessive Force feature. |
| 3 | Shield Generator | You are unable to use the Blast Shield feature. |
| 4 | Battery Crystal | You are unable to use the Assault Battery feature. |
| 5 | Force Capacitor | You are unable to use the Vault Breaker feature. |
| 6 | Latch Mechanism | You are unable to remove the gauntlets unless another creature is able to make a strength or tinker tool's check against your spell save DC. |
| 7-8 | No fault | There was a worrying noise, but miraculously, nothing appears to be broken. |
Proficiency with a Maul 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.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, a user with 18 Strength, Damage, Combat, Heavy, Two-Handed, Topple