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Hello, dear patrons! While Gabe is away, here's our next shiny in text form: the Gloves of the Gecko!

Wondrous item, rare (requires attunement)

Lined with grooves and magical adhesives that only stick at will, these gloves mimic the stickiness of geckos to great effect. It has 3 charges that are recovered every day at dawn.

Adhesive Grip. You can freely move up, down and across vertical surfaces and even the ceiling while wearing these gloves, but not if the surface is slippery. Also, you have advantage on checks made to initiate or maintain grapples.

Blade Catcher. You can try to catch attacks made against you with the gloves. When you’re hit by a melee attack or by a ranged weapon attack and you have a free hand, you can use a reaction to expend a number of charges, reducing the damage by 2d6 + your Dexterity modifier + the number of charges expended.

If you reduce the damage to 0, you can catch the projectile shot at you in the case of a ranged weapon attack and you can try to disarm your attacker in the case of a melee weapon attack. You must make a Strength (Athletics) check contested by a Strength (Athletics) or a Dexterity (Sleight of Hand) check made by the attacker, taking the weapon out of their hands on a success.


And a Very Rare variant:

Wondrous item, very rare (requires attunement)

Lined with grooves and magical adhesives that only stick at will, these gloves mimic the stickiness of geckos to great effect. It has 5 charges that are recovered every day at dawn.

Adhesive Grip. You can freely move up, down and across vertical surfaces and even the ceiling while wearing these gloves, but not if the surface is slippery. Also, you have advantage on checks made to initiate or maintain grapples.

Blade Catcher. You can try to catch attacks made against you with the gloves. When you’re hit by a melee attack or by a ranged weapon attack and you have a free hand, you can use a reaction to expend a number of charges, reducing the damage by 2d10 + your Dexterity modifier + the number of charges expended.

If you reduce the damage to 0, you can catch the projectile shot at you in the case of a ranged weapon attack and you can try to disarm your attacker in the case of a melee weapon attack. You must make a Strength (Athletics) check contested by a Strength (Athletics) or a Dexterity (Sleight of Hand) check made by the attacker, taking the weapon out of their hands on a success.

Shed Tail. You can expend 1 charge to cast mirror image as a reaction to losing hit points. Also, you receive 3d6 temporary hit points when you do so and your speed is raised by 10 ft. while the spell lasts.


Thank you all so much for the support, specially on such hard times!

Gabriel Ribeiro from Shiny Press

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