Wondrous Item, legendary (requires attunement by a Wear the gauntlets and boots)

The final piece of the Zesh Grand Armor, known as Storm Force. This pair of metal gauntlets and grieves are seemingly made of platinum with a predator-like design with four small gemstones placed on the back of the gauntlets hands. Legends say that Zesh himself dawned Storm Force, and with it he held power equal to natural disasters. It is said that Zesh could wipe out entire armies within moments.

Storm Force is a set of magical gauntlets and grieves that grant the wearer a +3 to their strength and acrobatics, as well as granting 3d10 unarmed strike damage die. Storm Force is imbued with the spells shocking grasp, eldritch blast, ray of frost, and vampiric touch.These spells can be cast at will without components as long as the appropriate gem is selected.

-Shocking Grasp- Amber

-Eldritch Blast- Diamond

-Ray of Frost- Sapphire

-Vampiric Touch- Ruby

Storm Force has two states of being dormant, and active.

Dormant- In the dormant state Storm Force takes the form of whatever the wearer decides, (Usually a pair of average gloves and boots)

Active- In the active state Storm Force sheds its dormant for look and transforms into its natural state.

 Storm Force has 10 item charges that can be regained after a long rest and two unique skills

Unique Skills- 

-Wind Step- You generate a gust of wind underneath your feet creating a platform or burst of air that can launch you from 10 to 100 feet (Doing this will use all wind step energy), or you can generate a small gust of wind that will allow you to walk on air for 100 feet. You can only wind step up to 30 feet in the air, and once activated while you are in the air you become immune to fall damage after air step ends if you are not on the ground. Wind Step can only be used after performing the jump action.

-Gale Wall- As a reaction you can expend an item charge in order create one to eight walls of wind that reflects all incoming ranged attacks (reducing all ranged damage to 0) or blunts all melee attacks (Allowing you to take half damage from melee attacks). When summoning gale walls, they cannot be layered on top of each other but instead must be summoned next to you. Summoning eight gale walls creates an octagon-like barrier that surrounds you. Whenever a gale wall is created you can expend an additional item charge to push one gale wall into an creature within 15 ft of your location, when this is done the creature must succeed a DC 20 dexterity saving throw. On a failed saving throw the creature takes 2d10 force damage and fall prone.

Notes: Set: Unarmed Damage Die, Bonus: Strength Score, Bonus: Athletics, Wear the gauntlets and boots, Damage, Movement, Combat, Shapechanging, Footwear, Handwear

Item Tags: Damage Movement Combat Shapechanging Footwear Handwear

keeganguillory12

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