To attune to these gloves, you must spend the duration of the attunement period wearing them and using them to a religious figurine from clay. If you are not a follower of Palarok, you must succeed on a DC 15 Dexterity check to attune to the gloves. If you fail, you also take 3d8 fire damage.
Envoy. The gloves grant the following benefits while you are Paralok's envoy:
- You can make unarmed strikes with these gloves. They grant a +1 bonus to attack and damage rolls made with them and deal an extra 1d6 fire damage to targets they hit.
- The gloves themselves are immune to fire damage, allowing your gloved hands to safely touch things that would otherwise burn upon contact.
- The gloves are blessed with the power to physically Reshape nonmagical material. Over the course of a minute, you can use the gloves to manipulate up to 3 cubic feet of organic material like wood or leather, 5 cubic feet of stone, or 1 cubic feet of metal into any shape as if they were soft clay. This property of the gloves can't be used again until the next dawn.
Herald. The gloves grant the following additional benefits while you are Palarok's herald:
- The gloves' bonus to attack and damage rolls increases to +2.
- While you wear these gloves, you can use an action to cast burning hands, fabricate, or mending from them (save DC 15). Once you use the gloves to cast a spell, the spell can't be cast again from it it until the next dawn.
- You have resistance to fire damage while you wear these gloves.
Champion. The gloves grant the following additional benefits while you are Palarok's champion:
- The gloves' bonus to attack and damage rolls increases to +3.
- The saving throw DC for the gloves' spells increase to 17.
- You can Reshape twice as much nonmagical material. Alternatively, you can expend a use of this property to suppress one property of a magical item you touch with these gloves for 10 minutes.
- When you take the Attack action on your turn, you can replace one of your attacks with a destructive strike to a creature's nonmagical armor, nonmagical shield, or natural armor. If you target an armor piece or shield, the object immediately loses any bonuses to its AC until it is repaired. If you target a creature's natural armor, you can reduce its AC to 10 + its Dexterity modifier for 10 minutes unless it succeeds on a DC 17 Dexterity saving throw. This property of the gloves can't be used again until the next dawn.
Destroying the Gloves. To destroy the Worldshapers, they must be flash chilled through the combined efforts of the ancient Winter Drake, the archfey Frostmother, and the primordial Maelstrad. The gloves cool down to a hardened material and must be crushed by the most recent champion of the Winter's Crown with summoned ice.
Notes: This pair of gloves are fragments of Palarok the Allsmith, bestowed upon a worthy champion of the God of Fire and Creation. They are a piece of the hands that molded the world in its current image and still retain a sliver of that transmutative power. Champions who wear these gloves are empowered to do as they please, to create incredible artistic works or destroy them., Succeed on a dc 15 dexterity saving throw
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