Stonemaster's Gauntlet

The golden gauntlet etched with many arcane carvings is heavier than expected. The fingers have depressions near the back of the knuckles inlaid with five different gems, all seemingly of high quality: a ruby, sapphire, topaz, amethyst and diamond. Upon attuning to the glove it changes size to fit your hand seamlessly.  

Random Passive Properties

  • Beneficial: While attuned to this artifact you can cast Blink then roll a d6. On a roll of 1-5, you can’t cast the spell again until the next dawn; while attuned to the artifact you are immune to disease.
  • Detrimental: While attuned to the artifact, you have disadvantage on saving throws against spells, while attuned to the artifact, you emit a sour smell noticeable up to 10 feet away.

Elemental Infusion

  While attuned to the gauntlet at the beginning of each day you may choose a damage type from acid, cold, fire, lightning, or thunder. Any weapon attacks you make deal that damage instead of its normal damage and the weapon becomes a +1 weapon if it had no bonus before.  

Transumuter’s Gift

  While attuned to the gauntlet, you can touch an object composed completely of wood, stone (not gemstone), iron, copper, silver, or gold with the gauntlet. When you do so you can channel alchemical energy through the gauntlet to transmute the substance to one of the other materials. For each minute you spend doing this, you transmute 1 cubic feet of material to the other type, if you are a transmutation wizard the rate increases to 5 cubic feet per minute. Upon removing the glove from the substance the effect lasts 1 hour (or until you lose concentration as though you were concentrating on a spell), if you are a transmutation wizard the duration increases to 8 hours.  

Elemental Burst

  While attuned to the gauntlet, as a bonus action you can fully channel the power of the elemental gems for 1 minute. As part of the bonus action you can change the type of the elemental infusion. While in burst mode you can change the elemental affinity as a bonus action and you gain an additional 3d8 damage to your weapon attacks of the type currently infused. At the end of the 1 minute your weapon infusion stays at what it was when it ended. You can do this once per short or long rest.