This iridescent gauntlet was forged from the crystallized cerebral fluid of an ancient nothic named Devlar and the shattered remains of a crushed Luxon Beacon. Although it appears crystalline, this item feels like a standard leather gauntlet and morphs to fit on any hand that wears it. It absorbs magic from nearby remnants of divine power, and moves up or down in level to match a nearby Vestige of Divergence. Otherwise, it remains in it's dormant state unless in is charged by several Luxon Beacons (3 to reach Awakened, 5 to reach Exalted).
Dormant State. In this state, the Arc Wave Gauntlet is a glittering black gauntlet shining with purple embossing.
- In its Dormant State, the gauntlet has the following properties:
- You gain a +1 bonus to AC while wearing the gauntlet.
- The gauntlet has 3 charges and regains all its expended charges daily at dawn. While holding the gauntlet, you can expend 1 charge from it as a reaction to cast the Shield spell.
Awakened State. In this state, the Arc Wave Gauntlet grows small spine-like spires from the stitches, and the purple embossing pulsates with light, similar to a heartbeat.
- The following benefits of the gauntlet improve:
- The bonus that the gauntlet confers to your AC increases to +2.
- Its number of charges increases to 5.
- The gauntlet gains the following additional properties, which you can use while wearing or holding it:
- You learn the Eldritch Blast cantrip (Which scales with your total level, not just warlock levels).
- You can expend 3 charges to cast Wall of Force.
Exalted State. In this state, the gauntlet forms a halo of inky blackness around your fist.
- The following benefits of the gauntlet improve:
- The bonus that the gauntlet confers to your AC increases to +3.
- Its number of charges increases to 7.
- The gauntlet gains the following additional properties, which you can use while wearing or holding it:
- As an action, you create a 10-mile radius sphere of antimagic. Any spells of 5th level or lower instantly end, and magical effects of creatures CR 10 or less cease to function. Whenever a creature tries to cast a spell of 6th level or higher, it must succeed on a DC 18 ability check using its spellcasting ability modifier or it fails and the spell is wasted. Whenever a creature of CR 11 or higher attempts to create a magical effect, it must succeed on a DC 18 ability check using an ability of its choice or it fails and the ability is wasted. If there are spells of 6th level or higher that are either permanent or do not have a caster within the effect's radius must make a DC 18 saving throw with a bonus shown in the table below every initiative count 20. This effect lasts for 1d10 minutes. When you use this ability, 1d6 Nothics appear in unoccupied spaces of your choosing. you have an unlimited telepathic connection with them. They follow your orders to the best of their ability and take their turn immediately after yours. You may choose to end the effect at any time, destroying any creatures created by this effect. If it lasts its full duration, the nothics do not disappear but instead persist until they die.
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