Glove of the Arch-Magi (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Wondrous Item, artifact (requires attunement by a spellcaster)

A black silk glove with a elliptical white crystal in the middle and a gold pearl set inside the crystal making it look like an eye. Rumor has it that it was gifted to a powerful wizard from Mystra herself. It seems to always fit any hand you put it on, the gem shifting so it is always on the back of your hand. The crystal glows softly with a soft golden light and the wielder's eyes glow pure gold when magic is being channeled through it.

Guiding Force: You have a +2 bonus to spell attack rolls.

Blood Shards: Whenever you kill a creature with a CR of 1 or higher, the glove absorbs some of the life essence of that creature and creates a tiny blood red crystal shard that orbits your wrist, up to a maximum of four. As a bonus action you can consume up to two shards to regain 2d4 hit points per shard. In addition, if you are reduced to 0 HP, the glove automatically destroys all the shards you currently have and heals you for the maximum amount you could roll.

Focus: 4 tiny black spherical gems appear on the back of the glove. As a bonus action, you can consume a gem to gain advantage on your next spell attack roll. 1d4 gems reappear at dawn.

Mystra’s Will: Mystra’s favor has found you. Three white diamonds appear on the cuff of the glove. As a reaction, you may consume one of the diamonds to cast the shield spell. The diamonds reappear at dawn.

Staff of the Magi The glove has 50 charges. It regains 4d6+2 charges each dawn. The wearer may use their reaction when a another creature cast a spell targeting the wearer. If they do, the glove negates the effects of the spell and regains a number of charges equal to the spells level. If this would bring the number of charges above 50, total stops at 50 and the wearer take 1d6 times the number of excess charges in force damage. The attuned creature may spend an action to spend some of the glove’s charged to cast one the the following spells, using their Intelligence as their spellcasting ability (Spell Save DC=8+Spellcasting Modifier+Proficiency Bonus): Spells:

Conjure Elemental (7 Charges)

Dispel Magic (3 Charges)

Fireball (as 7th level spell, 7 Charges)

Flaming Sphere (2 Charges)

Ice Storm (4 Charges)

Invisibility (2 Charges)

Knock (2 Charges)

Lightning Bolt (as 7th level spell, 7 Charges)

Passwall (5 Charges)

Planeshift (7 Charges)

Telekinesis (5 Charges)

Wall of Fire (4 Charges)

Web (2 Charges)

You can also use an action to cast one of the following spells without expanding any of the glove’s charges: Arcane Lock, Detect Magic, Enlarge/Reduce, Light, Mage Hand, and Protection from Good and Evil.


Back to Main Page5e HomebrewEquipmentWondrous Items

Home of user-generated,
homebrew pages!


Advertisements: