Arcane gauntlets cover both your hands. If you are not currently wearing an item on your hands, add 1d6 force damage to your unarmed physical strikes; otherwise, add 1d4. This effect covers both hands and dissipates after a covered hand is used to attack. You can choose to only cover one hand and double the bonus added. They last until they are willingly dispelled by the caster, a dispel magic is used on the caster, or after 5 minutes.
This spell's damage increases by 1d6 (hand item not worn) and 1d4 (hand item worn) when you reach 5th level (2d6, 2d4), 11th level (3d6, 3d4), and 17th level (4d6, 4d4).
When you reach 5th level, you can choose the bonus damage type for either gauntlet from the following: fire, cold, lightning, poison, necrotic, force, and radiant. You can use a bonus action to change the damage type for both gauntlets.
At 11th level, you can use an action to cause your arcane gauntlets to shoot off your hands towards an enemy that is within 5 feet, dealing the bonus the gauntlets add. This distance is doubled when you reach 17th level. If a thrown gauntlet misses its target, it dissipates.
Previous Versions
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5/10/2021 1:57:12 PM
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5/10/2021 11:11:02 PM
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Posted Aug 1, 2022I really like this spell, it is possibly my favorite spell my artificer has at the moment, but I'm struggling to understand the idea behind the 11th level perk of being able to fire the gauntlets off at someone in melee range. Why wouldn't anyone just use their action to make a melee attack for more damage. Is it that you don't have to roll to hit? Kind of like a guaranteed hit?
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Posted Aug 2, 2022Hello! Firstly, I'd like to say that it makes me very happy to know someone is enjoying this spell, so thank you very much for that! Secondly, I kind of abandoned the spell here after I published it so it's not as polished as I would like it, and I don't remember the exact reasoning I had for some things. I believe I thought it was cool, flavor-wise to be able to shoot off the gauntlets, with the reach only increasing as an improvement once the caster hits 17th level. I think the guaranteed hit was also an intended benefit though I don't really remember. Regardless, some changes I would make now are to make the firing range 10ft right from 11th level and remove the 17th level increase. I would also give the caster the option to either fire the gauntlets with a guaranteed hit at half the damage, or roll as if they're making an unarmed strike and keep full damage. This should ensure that there's a reason a caster would want to make use of that ranged feature while also keeping the spell more balanced. Thanks again for your interest in the spell!
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Posted Aug 2, 2022Thank you for the feedback! It is nice to get a little clarification on that, it was just kind of bugging me, but its such a tiny portion of the spell that it didn't detract from it any. My artificer is a mastermaker subclass so he has this mechanical arm he uses for the majority of his melee damage, and this is such a nice spell to temporarily buff one of his punches. The ability to apply both gauntlets to the one arm completely sold me on it and really makes his arm feel like a special weapon. I just get this one really big satisfying arcane tech powered punch out of it and I love it.