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[Variant] Alchemist's Gauntlet

Wondrous item, rare (requires attunement)

This gauntlet uses a capsule system that can be fuelled with alchemic composites. The magic runes inside it amplify the effects of the capsules, making wherever what's inside it stronger. It has four syringe-like spikes on its tip to apply its content.

You can use a bonus action and expend one charge of the capsule to apply the content of the gauntlet on a willing creature within 5ft of you. In addition, you can expend a bonus action and one charge of the capsule to try to apply its content on an unwilling creature. The target makes a DC15 Dexterity saving throw. On a failed save, it suffers 1d4 piercing damage and the effects of what was injected.

You can spend your action changing the capsule that is filling the gauntlet. Every capsule has four charges.

Capsule of Enhanced Healing. A creature subjected to a charge of this capsule regains 2d4+4 Hit Points. If you are proficient with Alchemist Tools, you can spend one day of work and 25GP worth of materials to craft one of these capsules. You can also fill the capsule with the content of a Potion of Healing.

Capsule of Enhanced Speed A creature subjected to a charge of this capsule gains a +1 bonus to AC and has its walking speed increased by 20 feet. In addition, it can take the Dash and Disengage action as a bonus action. The effect lasts for 1 minute. A creature can't benefit from two charges of this capsule simultaneously.

Capsule of Enhanced Harming. A creature subjected to a charge of this capsule must succeed on a DC 15 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. If you are proficient with the Poisoners Kit, you can spend one day of work and 50GP worth of materials to craft one of these capsules. You can also fill the capsule with Serpent Venom.

Capsule of Acidic Blood. When you apply this capsule, you can choose to expend up to four charges at the same time. The creature subjected to a charge of this capsule must succeed on a DC 15 Constitution saving throw. On a failed save, it begins to take 1d6 acid damage for each charge spent at the start of each of its turns. At the end of each turn, the creature makes another saving throw, reducing the amount of acid damage taken by 1d6 for each successful test. If you are proficient with the Alchemist Tools, you can spend one day of work and 50GP worth of materials to craft one of these capsules. You can also fill the capsule with four Acids (vial) content.


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