This glove holds four stones, a Sapphire, Ruby, Topaz, and Emerald. If one where to look closely at the gems they would see swirling bits of elemental power stored inside each stone.
This item has 4 charges:
Upon hitting a target, you can choose to expend 1 charge to 'activate' a specific Gem and add 1d6 damage based on the type of Gem. The types of Gems and damage are as follows:
1. Sapphire: Cold 2. Ruby: Fire 3. Topaz: Lightning 4. Emerald: Thunder
You can also choose to expend all 4 charges at once on a hit to activate an 'Aether' punch, which allows you to roll 1d6 for each of the types of damage listed above, for a total of 4d6. If you choose to do this, you must roll 1 d4. This d4 determines how many of the 4 gems break when an Aether Punch is used. These gems can be replaced when broken, but you must complete 1 long rest for the charges to come back. You must have all 4 gems completely intact in order to use Aether Punch.
Proficiency with a Club 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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Damage: Fire, Damage: Cold, Damage: Lightning, Damage: Thunder, Damage: Unarmed Attacks, Damage, Combat, Light, Slow
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