Elemental Gauntlet (5e Equipment)
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Wondrous item, uncommon
Each gauntlet is covered in a constant flow of elemental energy. An elemental gauntlet has 15 charges. While holding it, you can use a bonus action to expend 1 of its charges to fire a stream of elemental energy at a target you can see within 15 feet of you. The stream is a ranged weapon attack with a +7 bonus. A gauntlet regains all expended charges when you target it with a chromatic orb spell while using the spell’s material component; destroying this component.
If you are wearing an elemental gauntlet on each hand, you can use an action to attack with both gauntlets simultaneously. When you use the gauntlets simultaneously you can choose to propel yourself up to 30 feet in a straight line in any direction without using your movement.
There are six variants of the elemental gauntlet. You can have two different variants equipped on both of your hands or wear only one gauntlet.
Acid. On a hit, the gauntlet deals 10 (3d6) acid damage. Each time you fire a stream the attack leaves a pool of corrosive liquid on the ground within a 5-foot radius of the impact for 1 minute. Each creature that enters the area for the first time on a turn or ends its turn there takes 1d6 acid damage.
Cold. On a hit, the gauntlet deals 10 (3d6) cold damage and each time a creature is hit by this item its speed is reduced by 5 feet (to a minimum of half its movement speed). The speed reduction lasts for 1 minute.
Fire. The gauntlet deals 10 (3d6) fire damage on a hit. As a bonus action instead of making an attack with the gauntlet you can choose to expend 3 of its charges to create a constant stream of flames for an entire round. While the stream is being fired you can make an attack with the gauntlet as a reaction and on each of your attack actions.
Lightning. On a hit, the target takes 10 (3d6) lightning damage. Three arcs of lightning then spring out from it to as many as three other targets, each of which must be within 10 feet of the first target. Each arc deals half the damage of the attack.
Poison. On a hit, a targeted creature takes 1d6 poison damage on the start of each of its turns for 1 minute. The target can roll a DC 16 Constitution saving throw at the end of each of its turns to end this effect. The damage increases by 1d6 each time the target is hit by a poison elemental gauntlet before the effect ends.
Thunder. On a hit, the target takes 10 (3d6) thunder damage. In addition, the attack’s range is 30 feet and creates a noise audible from 90 feet away.