D&D: Five Magic Gloves for Throwing Down the Gauntlet
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Whether they’re Magic Gloves or Gauntlets, in D&D, there’s no magic items handier than these. Except maybe Heward’s Handy Haversack.
Magic gloves are a staple of D&D. As are magic gauntlets. If it can cover your hand? The odds are good it’s fair game for being enchanted. What’s more, these gloves and gauntlets don’t even need a collection of random stones to be worth anything.
Gloves of Soul Catching
These gloves are a rarity in D&D: magic gloves meant for Monks. Monks rarely have magic items—they get the short end of the stick when it comes to treasure. But you don’t have to be a Monk to benefit.
When you wear them, your Constitution is 20. Which is great already. But also any time you make an unarmed strike, you can use the gloves to deal an extra 2d10 force damage while you regain that many hit points—or give yourself advantage on your next attack roll, ability check, or saving throw.
Living Gloves
These creepy magic gloves are a newer appearance in D&D. Introduced in Eberron as part of the symbiotic creatures that double as magic items that serve the Dal Quori, Living Gloves are a would-be thief’s best friend.
That would-be because most Rogues who wear them are likely already proficient in Sleight of Hand and Thieves’ tools. But even if you’re already proficient in those, while wearing them you can double your proficiency bonus on the check. So Rogues can get even more bang for their proficiency buck.
Gauntlets of Ogre Power
Gauntlets of Ogre Power are perhaps the iconic magic glove in D&D. They’ve been around since before the dawn of D&D. And in 5th Edition, they’re a boon to any strength-based character.
While wearing them, you’re as strong as an ogre. Literally. Because your strength becomes 19 while wearing them unless it’s higher.
Gloves of Missile Snaring
These gloves let anyone pretend to be a 3rd level Monk. While wearing them, you can use your reaction to reduce the damage of any ranged weapon attack that hits you by 1d10 + your Dex mod. If you reduce the damage to 0, you can catch the missile. Assuming it’s small enough to be held in one of your hands.
So sadly, no catching ballista bolts.
Gauntlets of Flaming Fury
These gauntlets were introduced in Descent to Avernus, and they’re great fun. While wearing them, you can use a bonus action to make the gauntlets envelop one or two melee weapons in fire.
While enveloped thusly, they deal an extra 1d6 fire damage, which is classic D&D shenanigans distilled into a single gauntlet.
Happy adventuring!
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