Automated Gloves (5e Equipment)
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Armor (gloves), artifact
Strange armored gloves that seem to correct your movements.
- 0 minor beneficial properties
- 0 major beneficial properties
- 0 minor detrimental properties
- 0 major detrimental properties
Unbreakable Gloves. The Automated Gloves cannot be in any way fractured, broken, rusted, dulled, or otherwise damaged by any means except divine intervention. Additionally, these gloves come in a pair, and you only gain this item’s features if you are wearing both gloves.
Automated Movements. You gain a +3 bonus to your Dexterity, to a maximum of 30. Additionally, you gain proficiency and advantage on all Dexterity skills and saving throws.
Mechanical Agility. You gain a +3 bonus to your AC. Additionally, your agility reaches new heights, granting you two new abilities;
- Deflect Missiles: You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your total level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a weapon you have proficiency in for the attack, which has a normal range of 20 feet and a long range of 60 feet.
- Evasion: Your newfound agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Destroying the . The Automated Gloves can only be destroyed through divine intervention.
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