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12 magic items found

Brute Gauntlets

Gauntlets
Bonus: +2 Strength (max 18)
Lift/carry/throw as if one size category larger. Permanent. Heavy leather gauntlets reinforced with iron plates. Make hands appear slightly oversized.

Gatekeeper's Gauntlets

Gauntlets
Bonus: +2 Strength (max 18)
Any door, gate, or grate the wearer takes hold of stays shut against any force under 3,000 pounds for as long as they keep their grip. Permanent. Broad iron gauntlets with a bar across the knuckles, made for holding rather than hitting.

Gauntlets of Creation

Gauntlets
Can create any simple non-living object up to 10 feet in any dimension. Created objects last 24 hours and are obviously magical, though simple items may function normally. 1d3 charges Gauntlets that allow the wearer to shape reality through pure will.

Gauntlets of the Forge

Gauntlets
Bonus: +2 to hit with unarmed strikes and immunity to fire damage on the hands
Each charge heats the gauntlets to searing temperature, adding 2d6 fire damage to the next unarmed strike or hold. The scales cool when depleted. 1d3 charges Heavy leather gauntlets lined with heat-resistant scales that glow faintly red at the fingertips.

Gauntlets of the Vise

Gauntlets
Bonus: +3 to hold attempts
Each charge locks the grip permanently on a held target for 1d3 rounds (cannot attempt a normal escape). The mechanisms jam when depleted. 1d3 charges Iron gauntlets with segmented fingers that lock with mechanical precision, impossibly strong when clenched.

Ordeal Gauntlets

Gauntlets
Bonus: +2 Tough saves and +2 to hit
The two bars take the heat and the cold of any ordeal the wearer sets a hand to. While the wearer keeps hold of a creature with both gauntlets, that creature can speak nothing but the truth until it answers the question put to it or refuses aloud, and it knows exactly what has been done to it. Loose, the gauntlets still tell by a handshake whether the last thing a person said was a lie. Permanent. Gauntlets of scoured iron with a bar of pale metal set across each palm, cold in the left hand and warm in the right.

Pallbearer's Gauntlets

Gauntlets
Bonus: +5 Strength (max 18)
Each charge lets the wearer take hold of one thing that cannot be held - an open flame, a spell in flight, a falling weight of any size, a spirit - and carry it for one minute before setting it down where they choose. No other magic may add to the wearer's strength while these are buckled on. When depleted the gauntlets still take no harm from anything gripped in them and cannot be made to let go. 1d3 charges Broad grey gauntlets with padded palms and a shoulder strap buckled at each wrist, worn shiny across the fingers and nowhere else.

Quenchtrough Gauntlets

Gauntlets
Bonus: +2 Tough saves against fire and +2 Strength (max 18)
The skin of water trapped between the plates never warms and never dries. The wearer may take hold of burning wood, red-hot iron, or molten metal without harm, and any fire small enough to be closed in a fist goes out in a burst of steam when they shut their hand on it. Permanent. Blackened smith's gauntlets with a thin skin of standing water trapped between the plates, cold in any weather.