Gloves (Wondrous) – Legendary (16,800gp, 168 days) – Exclusive Attunement
A pair of fiery gloves of red shifting and swirling energizes of pure magic. A visage similar to the Onipheral One with each knuckle studded with perfectly carved stones rippling with primal power. Upon the back of the hands are two broken hourglasses, each with 5 skeletal fingerlike outstretchings of glass bolstered by stone that follow the fingers of the wearer, the glass seems to ripple with the chaotic power and energy of time captured within.
~While attuned to Cheep-Cheep, you cannot attune to weapons. If you make a melee weapon attack with a melee weapon that isn't natural, such as claws, these gloves immediately unattune.
~Your Wisdom score increases by 4, to a maximum equal to your ability score cap.
~While wearing Cheep-Cheep, your unarmed strikes gain +2 bonus to attack and damage rolls, deal an additional 1d8 force damage, and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If your unarmed strikes have a damage die less than a d6, it becomes a d6. You also gain the following abilities:
~Cheep-Cheep Transform! While not in combat, Cheep-Cheep can transform into a bird with the appearance of a baby fiery pigeon to perch on top of your shoulder. Cheep-Cheep retains all abilities and senses while in this form, cannot leave your space, and immediately transforms back into gloves if combat begins or if you make an attack. Cheep-Cheep is soft, comfy, and warm, but is not considered a creature, and thus cannot be harmed. If Cheep-Cheep is not in your space, Cheep-Cheep turns into embers and immediately reappears on your shoulder, or as gloves.
~Enlightened Mind. After you finish a long rest, choose two of the following skills to gain proficiency in: Arcana, History, Nature, or Religion. If you are already proficient in one of the chosen skills, you gain expertise in that skill instead. If you are already proficient in both skills, you can choose which skill you gain expertise in. Proficiencies or expertise gained from this ability last until you finish a long rest.
~Primal Resistance. When you would fail a saving throw to resist being frightened, paralyzed, petrified, restrained, or stunned, you can choose to succeed instead. You can use this ability twice, refreshing after a long rest.
~Siphoned Vigor. When you hit a creature with a melee weapon attack, you can attempt to mitigate any healing given to them. The creature must make a DC 17 Constitution saving throw. On a failed save, it can’t regain hit points until the start of your next turn. You can successfully mitigate healing in this way three times, refreshing after a short or long rest.
Supernatural Responses. You gain an additional reaction, but you can only use one reaction per trigger. Each individual reaction must be a different type of reaction. In the context of this ability, spells with a casting time of 1 reaction are considered to be the same type of reaction. Abilities/features where you can use your reaction to make a melee weapon attack or cast a spell, Ready actions to make the attack action, and opportunity attacks are considered to be the same type of reaction.
Sentience:
Alignment: Lawful Good
Mental Ability Scores: Int 12, Wis 18, Cha 18
Proficiency Bonus: +4
Senses: Sight, Hearing, lifesense 60 ft., darkvision 120 ft.
Communication: Vocal, Empathy
Languages: Auran (Noble), Common (Wind), Ignan (Noble), Sylvan (Seelie)
Special Abilities: Cheep-Cheep has two abilities:
• Cheep-Cheep Spellcasting. Cheep-Cheep’s spellcasting ability is Charisma (spell save DC 16). You and Cheep-Cheep can innately cast the following spells, requiring only verbal components:
At will: animal friendship (birds only), detect evil and good, gentle repose, minor illusion, prestidigitation, spare the dying (as a bonus action with a range of 30 feet), thaumaturgy
3/day: bless, calm emotions (makes creatures happy instead), cure wounds, healing word, remove curse
1/day: beacon of hope, mass healing word
• Thanks Cheep-Cheep! Cheep-Cheep radiates warmth in a 30-foot radius, sheltering you and friendly creatures within the area from the effects of cold climates. As a reaction before a creature you can see within 30 feet of you would make a death saving throw, you can grant it a +6 bonus to the roll. If the result is 20 or higher, you can choose to automatically stabilize the creature, or cause it to regain 1d4 hit points. Cheep-Cheep will sometimes use this ability to stabilize a hostile creature, depending on if the hostile creature conflicted with Cheep-Cheep’s ideals or not (namely, being mean).
Skill Proficiencies: Insight, Perception, Persuasion (Expertise), Survival. Cheep-Cheep cannot make Charisma (Deception) checks.