Elemental Gauntlets (5e Equipment)

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Wondrous item, uncommon (major) (requires attunement)

These enchanted gauntlets are made of mystical fabric and leather, engraved with runes that softly glow with elemental energy.

Compatibility. If they already have the Martial Arts class feature, they gain 1 additional ki point (which recovers after a long rest) and get +2 to attack rolls made with unarmed strikes.

Elemental Safety. The wearer is unaffected by elemental damage or effects caused by their own Elemental Gauntlets.

Elemental Strikes. When you hit with an unarmed strike using these gauntlets, roll 1d6 to determine the elemental type:

d6 Damage type
1 Acid
2 Cold
3 Fire
4 Lightning
5 Poison
6 Thunder

The target takes 1d6 additional damage of the chosen type and must make a DC 18 saving throw using the indicated ability. On a success, it takes half damage and avoids the additional effect.

Martial Boost. If you wear both gauntlets, you can use an action to dash forward 9 meters in a straight line. (This does not provoke opportunity attacks). You can use this feature once per long rest.

Bonus Action. While wearing both gauntlets, you gain 1 bonus action each turn, which can only be used to make an unarmed strike.

Elemental Effects[edit]

Element Save Effect
Acid Dexterity Takes 4d4 acid damage and the 2-meter radius area becomes covered with corrosive acid for 1 minute. Any creature entering or ending its turn in the area takes 2d4 acid damage. No save against this environmental damage.
Cold Constitution Takes 2d6 cold damage. The 3-meter radius area around the target becomes difficult terrain for 1 minute due to frost and ice.
Fire Dexterity Takes 2d6 fire damage and is set on fire: taking 1d6 fire damage at the start of each turn until it uses an action to extinguish the flames. Additionally, creatures within 2 meters must succeed on a Dexterity save DC 18 or take 2d6 fire damage.
Lightning Dexterity Takes 3d6 lightning damage, cannot take reactions until its next turn. Additionally, a discharge jumps to all creatures within 2 meters, who must make a Constitution save DC 18 or take 2d6 lightning damage.
Poison Constitution Takes 2d8 poison damage and is poisoned: disadvantage on attack rolls and ability checks until the end of its next turn.
Thunder Strength Takes 3d6 thunder damage. If it fails, it is pushed 3 meters and is prone. Additionally, creatures within 3 meters must make a Constitution save DC 18 or take 2d6 thunder damage and cannot take reactions until their next turn.
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