Automated Gloves (5e Equipment)
Armor (gloves), artifact
Strange armored gloves that seem to move your hands on their own, aiding it's wearer with yheir movements. While only a few are still in usable condition, they were once commonly used by the space faring race of the Muud'ari to aid them in combat.
- 1 minor beneficial property
- 1 major beneficial property
Unbreakable Gloves. The Automated Gloves cannot be in any way fractured, broken, rusted, dulled, or otherwise damaged by any means. Additionally, these gloves come in a pair, and you only gain this item’s features if you are wearing both gloves.
Arcane Infusion. Whoever wears the Automated Gloves gains resistance to lightning damage. Additionally, the Automated Gloves have 6 charges and regain 1d6 charges daily at dawn. The wearer of the gloves can spend 2 charges to cast Lightning Bolt as an action. The wearer may also choose to spend any number of the remaining charges and gain a bonus to their damage and attack rolls equal to the number of charges spent. This effect lasts for 3 minutes, and once used it cannot be used again until the next time the gloves regain charges.
Automated Movements. You gain a +3 bonus to your Dexterity, to a maximum of 30. Additionally, you gain proficiency in all skills that use Dexterity. If you already had proficiency in any of these skills, you instead gain expertise in that skill or saving throw.
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 Viole's Automated Gloves. The Automated Gloves can be destroyed by being dealt more than 200 lightning damage in a single turn.
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