Pact of the Gauntlet (5e Pact Boon)

Pact of the Gauntlet

As an action you can summon a number of gauntlets equal to your proficiency. The appearance of your pact gloves is at your discretion, they are made of a translucent material that cover your hands and armor, if any. Your gloves disappear if they are more than 5 feet away from you and/or still for 1 minute or more (if they don't move for more than one minute they will disappear no matter where they are, you can't strangle someone because it would mean that your gloves have to stay still for more than one minute). They also disappear if you use this feature again, if you dismiss them (no action required), or if you are knocked unconscious or die. The gauntlets cannot be forced off of your hand without your consent. While active and worn you get the following benefits:

-You gain an extra size when it comes to moving, carrying and grasping objects and/or creatures.

-You have advantage if you need to roll to move, carry, and grab objects and/or creatures.

-You ignore the somatic component of the warlock spells you cast.

-Your unarmed melee strikes count as magical weapons for the purpose of overcoming resistances and immunities

As your action you can control your gloves, which can move up to thirty feet away from you at a point you can see, and to control them you must move your own hands, they can be used to manipulate objects, pull levers, open an open object such as doors or chests, use magic items*, attack with weapons with which you have proficiency*. Gloves can occupy your space without hindering your movements, they also occupy different spaces if there is a distance of more than 10 feet between them, but only one space if they are 5 feet apart. Any damage done to the gloves will be transferred to you.

*requires concentration, also if you are doing this every roll, if needed, will be halved.

Battle Gloves

Prerequisites: Pact of the gauntlet feature

When you wear your gloves your unarmed melee strikes do 1d4+proficiency+1. You can shape your gauntlets' knuckles, once per long rest, into claws or spikes, changing in slashing or piercing damage type. After one hour they will regain their normal appereance. You can also cast eldritch blast trough your unarmed melee strike. Meaning, your unarmed strike deals 1d8 damage. Any Eldritch Invocations that affect eldritch blast affect this infused strike as well; except any that affect range, such as Eldritch Spear. To do so you have to know the eldritch blast cantrip.

Wizard Gloves

Prerequisites: Pact of the gauntlet feature

Your gloves count as spellcasting focus for your warlock spells while wearing at least one glove. All of your gauntlets count as an extra spell slot, whose level equals half, rounded down, of the maximum level of your warlock spell slots. You regain this slot after a long rest.

Defensive Gloves

Prerequisites: Pact of the gauntlet feature

As an action, you can make two of your gauntlets became a shield wich you are proficient with it. While you are wielding this shield, or if it's in a 5 feet area around you, you gain a +2 bonus to your AC. It can also move freely at your will as if it were still the two gloves. As an action you can use it to make a ranged attack targeting a creature or an object that you can see in an area of 15 feet around you or 10 feet around it, if it is not near you, after being thrown it will try to return to you, except if it had already moved and in that case it will fall to the ground in a 15 area around you. This ranged attack deals 1d4 piercing.

Charging Gloves

Prerequisites: Pact of the gauntlet feature, lvl 5

You may use your action to make one of your gloves move a minimum of 15 feet in any direction as long as it is in a straight line, all obstacles in the glove's path take 1d4+your strength modifier in bludgeoning damage, if they hold a simple melee weapon that lacks the two-handed or heavy property, the damage becomes of the weapon's damage type. At level 15 you can add your Charisma modifier instead of your Strength modifier.

Improved Battle Gloves

Prerequisites: Pact of the gauntlet feature, lvl 9

Your unarmed melee strikes became powerful doing 1d6+proficiency+2, and your gauntlets now can shape their knuckles at your will into claws or spikes, changing in slashing or piercing damage type. After one hour they will regain their normal appereance. If you wear your magical gloves, you can use two-handed weapons with one hand; two of your gloves combined counts as two hands when it comes to carrying and attacking with weapons. In addition, any roll with advantage gained from the gloves can also add the proficiency. You can also cast eldritch blast trough your unarmed melee strike. Meaning, your unarmed strike deals 1d10 damage. If you expend one of your warlock spell slot you gain a number of attacks per turn that equal the number of beams per eldritch blast. Any Eldritch Invocations that affect eldritch blast affect this infused strike as well; except any that affect range, such as Eldritch Spear. You can take this elditch invocation and still gain its benefits without taking eldritch blast as a cantrip; however, until you take the eldritch blast cantrip, you can only use the unarmed strike version.

Improved Wizard Gloves

Prerequisites: Pact of the gauntlet feature, lvl 9

Your gloves count as spellcasting focus for your warlock spells while at least one glove is active. You can ignore the verbal component of the warlock spells you cast while wearing at least one glove. You gain a +1 bonus to your warlock spell save DC, and a +1 bonus to any attack rolls you make when casting a warlock spell that requires an attack roll. All of your gauntlets count as an extra spell slot, whose level equals the number of the gloves that you aren't wearing (your proficiency minus the gloves that you are wearing). You regain this special slot after a long rest.

Improved Defensive Gloves

Prerequisites: Pact of the gauntlet feature, lvl 9

Two of your gauntlets are now always made of a pitch black metal or a very dark color and no longer cover the objects on your hands. The only action they can do is being weared. While you wear this gauntlets, you gain AC equal to 16 plus your proficiency bonus, but you gain no further AC from armor nor from Dexterity, and you have disadvantage on Dexterity (Stealth) checks because of the otherworldly magical aura it emanates. The gauntlets' aura may also have an effect on Charisma (Persuasion) and Charisma (Intimidation) checks at the DM's discretion.

Explosive Gloves

Prerequisites: Pact of the gauntlet feature, lvl 12

As an action, you can detonate two of your gloves, causing a spherical explosion of 6 feet per glove (if both gloves occupy the same space the diameter of the explosion becomes 20 feet) with the gloves as the center, all creatures in the sphere must pass a Constitution saving throw, on a failure they take 6d6+4 (3d6+2 per exploding glove) force damage and they fall prone, on a success they do not fall prone. Once a pair of gloves have exploded, you'll need to finish a long rest before summoning that pair again.

Covering Gloves

Prerequisites: Pact of the gauntlet feature, lvl 15

As a bonus action you can make your gloves adhere to objects and weapons, doing so you can no longer make them move away from you but all weapons and objects covered in your gloves count as magic and benefit from the powers of the glove, where possible (with both hands occupied you can’t lift any objects), weapons, or items that could benefit from it (a shield for example), turned magical in this way get a +3, unless they already were magical weapons or items before being covered.




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