Wondrous item, artifact (requires attunement by a paladin or character of lawful good alignment)
These magnificent gauntlets appear to be made of living crystal, with swirling patterns of deep ruby red and sapphire blue that shift and pulse with inner light. The right gauntlet forms into razor-sharp crystalline fingers that can extend into a perfect rapier blade, while the left solidifies into an impenetrable shield of blue crystal when needed. Draconic runes of justice, redemption, and cleansing spiral across both surfaces, occasionally glowing with intense light when their powers are activated.
When you attune to these gauntlets, both of your forearms and hands are encased in the living crystal. Your hands and fingers remain dexterous, but your skin is branded with a permanent draconic rune of justice on your left palm and a rune of cleansing on your right palm. While attuned, you are bound to a righteous path as you perceive it and cannot knowingly commit acts you believe to be unjust.
The Crystalline Gauntlets of the Righteous Zenith have the following properties:
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Crystalline Weapons: You can transform the right gauntlet into a +3 rapier as a bonus action. This rapier functions as a finesse weapon with which you are proficient. You can transform the left gauntlet into a +3 shield as a bonus action, gaining its AC bonus. Both transformations can be active simultaneously.
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Righteous Protection: You are immune to being corrupted by anything considered unrighteous. Additionally, you have advantage on saving throws against spells and effects that would charm you or alter your mind.
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Winter's Zenith Unleashed: The power locked within the Winter's Zenith is now fully accessible. You gain resistance to cold damage and immunity to the frightened condition.
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Crystalline Resonance: Your Divine Smite and similar smite spells deal an additional 1d8 radiant damage. If you don't have the Divine Smite class feature, once per turn you can deal an extra 2d8 radiant damage to one target you hit with your crystalline rapier.
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Path of the Righteous (3/day): As an action, you can activate the gauntlets to create a 30-foot path of shimmering crystal in a straight line. This path lasts for 1 minute and provides the following benefits:
- The path is difficult terrain for creatures you designate
- Allies who move along the path gain 10 temporary hit points
- Enemies who start their turn on the path must succeed on a DC 18 Wisdom saving throw or be stunned until the start of their next turn
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Cleanse the Unrighteous (3/day): You can use an action to attempt to cleanse a creature of outside influence. The target must be within 30 feet of you.
- If the target is willing and of sound mind and body with a "passenger" within their soul, they are automatically cleansed of the outside influence.
- If the target is unwilling, make a DC 18 Charisma (Persuasion) check, with advantage against targets under charm or mind-altering effects, and disadvantage against those who have committed crimes against the Petal of Mardov. On a success, the target is cleansed of outside influence.
- Each use temporarily diminishes the gauntlets' power. Until you complete a long rest, your crystalline rapier's bonus is reduced by 1 (to a minimum of +1) for each successful cleansing.
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Shield of Redemption (1/turn): You can use your reaction to activate one of the following effects:
- Cast the Shield spell
- Add +3 to a saving throw you make
- Cast Dispel Magic as a 4th-level spell
After using one of these reactions, you must replenish the gauntlets' power by taking one of the following actions before you can use another reaction from this feature:
- Attack with a weapon
- Force a creature to make a saving throw
- Cast a spell
- Complete a long rest
As an action, you can invoke the combined power of both artifacts. For 1 minute, you are surrounded by a 20-foot-radius aura of brilliant ruby and sapphire light. While this aura is active:
- You gain flying speed equal to your walking speed
- Your attacks with the crystalline rapier score a critical hit on a roll of 19-20
- When you hit a creature with your crystalline rapier, you can choose to force it to make a DC 18 Charisma saving throw. On a failure, the creature is judged by the Righteous Zenith and suffers one of the following effects of your choice:
- The creature is banished to its native plane (as the Banishment spell)
- The creature is restrained by crystalline bonds until the end of your next turn
- The creature takes an additional 6d8 radiant damage and is blinded until the end of your next turn
After using this feature, it cannot be used again for 7 days.
The Crystalline Gauntlets of the Righteous Zenith cannot be removed while you are attuned to them. If you break attunement, they transform back into ornate gauntlets that can be removed. If you knowingly commit an act that contradicts your sense of justice while attuned to the gauntlets, you must succeed on a DC 18 Charisma saving throw or suffer 4d10 psychic damage as the crystalline structure painfully constricts around your arms.
Forged in the heart of a volcanic crucible by the greatest artificer of Mardov, these gauntlets represent the perfect union of cleansing and redemption—the ultimate weapon against the coming apocalypse. The Paladin who bears them carries the weight of justice and the power to redeem even the most corrupted souls.
redo sprocket launcher
now based on called shots
9 charges (d6+3 recharge at dawn)
choose 1 up to current number of charges when shooting, looks like magic missile spell
each shot moves user 5 feet backwards per charge used (forced movement, no opportunity attacks)
shot goes through a portal into demi plane, portal doesn't stick around
user's reaction is required, and used until start of next turn
user sets the trigger, diviner called shot style, for when an exit portal will open and the missiles will hit
all missiles in the demi plane will impact on a correct trigger
demi plane can store up to 100 missiles
if trigger does not occur before next turn, missile stays in demi plane