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Found in the sieged caravan. Upgraded by Dizzy

Tinkerpalm

Weapon Versatile Very Rare (this item requires attunement)

Once in a more unfinished looking state, Dizzy has taken the Tinkerpalm and sorted out the wires, as well as adding a small arcane battery. While these are still exposed to allow for flexibility until she can come up with a better solution she has stripped and re-coated a few, re-soldered bits and pieces, and has overall increased the efficiency of the weapon. She has softened and worked the leather of the glove, making it as deft as it is strong.  

  • Thanks to the new arcane battery the Tinkerpalm can now hold two charges. It can still be charged by both the wearer using lightning magic or by the user being hit by lightning magic. It can only regain one charge at a time. For the user recharging, the time for casting the spell remains the same.
  • When absorbing lightning damage, you gain one charge. Roll 1d6 and subtract that from the lightning damage dealt.
  • When you make a successful melee weapon attack with a metal weapon you may choose to expend one charge, adding 1d6 lightning damage to the swing. You may use this feature after you have made your attack roll.
  • If you make an attack (1d20 + proficiency modifier + str or dex) with the glove directly, on a hit you can discharge charges to make a lightning attack. You must choose your number of charges before making your attack roll. On a success, the target suffers 2d4 lightning damage for one charge or 2d8 for two charges. On a miss, the charges are lost and the target takes no damage.
  • If the wearer takes 10 lightning damage or more and the glove is fully charged, they must roll a 1d20. Consult the effects table for your outcome. The first 10 lightning damage of the triggering attack are nullified.
  EFFECTS:   1: The glove discharges, causing the wearer to take 2d6 lightning damage, and is fried. The glove remains non-functional until repaired during a short or long rest. Additionally, the wearer makes a DC15 consave to avoid dropping the weapon held in the glove.   2-8: The glove's wires are fried and non-functional until repaired with an action or during a long or short rest.   9-12: The glove loses all charges and damages the wearer with 3d4 lightning damage.   13-18: The glove discharges one charge and damages the user for 2d4 lightning damage.   19-20: The glove expels the charges in a 5ft radius around the wearer, causing 1d6 lightning damage for each charge expelled to all creatures within range other than the wearer. Additionally, every creature within 10 feet of the wearer must succeed on a DC14 consave or be blinded until the end of the wearer's next turn. On a success, they are dazed and suffer disadvantage on their first attack roll only on their next turn.

Type Damage Damage Range Properties
Simple Melee 1d6 per charge Lightning Touch, Melee Versatile


 

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d20eggroll.

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