Hand of Gold

Very Rare Wondrous Item (Glove), Requires Proficiency with Jeweller’s Tools, Requires Attunement 

The Hand of Gold  is the upgraded version of the Hand of Gold magical item, Aside from some of its features being enhanced, it also gains the Golden Touch feature.

  • When used as part of Jeweller’s Tools, it gives a +4 bonus on ability checks made with them. 
  • Can be used as a simple melee weapon with the following properties:
    • Damage: 1d8
    • Damage Type: Slashing
    • Properties: Light
    • You are considered proficient with the weapon while attuned to it.
    • You have a +2 bonus to attack and damage rolls made with this magical weapon.
    • While wearing Hand of Gold, you can replace any Unarmed Strike with an attack made with Hand of Gold.

Gem Powers. Hand of Gold can unlock some of the innate power hidden in gemstones. A gemstone’s power is decided by its type and value in the following ways:

  • Damage Type. If a gemstone’s power is used to deal damage, the damage type is decided by the type of the gemstone (If a gemstone is not among the examples, it is decided by the GM):
    • Acid: Chrysoberyl, Emerald
    • Cold: Coral, Saphire, Tourmaline
    • Fire: Fire Opal,Garnet Ruby
    • Force: Black Opal, Opal
    • Lightning: Amber, Topaz, Quartz
    • Necrotic: Jet, Obsidian, Onyx
    • Poison: Jade, Serpentine
    • Psychic: Amethyst, Moonstone
    • Radiant: Diamond, Pearl
    • Thunder: Agate, Spinel
  • Potency. A gemstone needs to be worth at least 100 gp for the Hand of Gold to  be able to use its innate powers. Unless otherwise specified, using gems of higher values increases the potency of the gemstone’s effects in the following ways:
    • 500-999 gp: Rolls 1 extra die on all effects, DC is increased by 1 
    • 1000-2499 gp: Rolls 2 extra dice on all effects, DC is increased by 2 
    • 2500-4999 gp: Rolls 3 extra dice on all effects, DC is increased by 3 
    • 5000+ gp: Rolls 4 extra dice on all effects, DC is increased by 4

Engraved Infusions. You can spend 8 hours to enchant and carve a magical engraving into gemstone that is worth at least 100 gp, at the end of the process you must also succeed on a Dexterity (Jeweller’s Tools) or Intelligence (Jeweller’s Tools) check.
On a failed check, the gemstone’s value is decreased by 10% for each point of difference between the roll and the DC, destroying the gem if you fail by 10 or more.
The DC of the roll depends on the chosen engraving, and it increases the value of the gem by a specified amount:

  • Explosive (DC 7 – 50 gp). The gem can be used as an improvised ranged weapon or as ammunition into a sling. On a hit, the target takes extra 2d10 damage and all creatures of your choice within 10 feet of them must make a DC 13 Dexterity saving throw, taking 2d10 damage of the gemstone’s type and becoming blinded until the start of their next turn on a failure or half as much damage and not being blinded on a success.
    • On a hit, the gemstone has a 25% chance of being destroyed. 
  • Protective (DC 10 – 150 gp). If a creature within 15 feet of you takes damage corresponding to the gemstone’s damage type, you can use your reaction to reduce the damage by 1d10.
    • When used, the gemstone has a 10% chance of losing its magical properties.
    • The gemstone must be held in at least one hand or embedded into a weapon or shield. 
  • Offensive (DC 10 – 150 gp).  If embedded into a weapon as an action, it deals extra 1d4 damage of the gemstone’s type for 1 minute. The gemstone loses its magical powers once the duration expires.
    • All creatures hit by a weapon with this infusion lose resistance to the gemstone’s damage type until the end of your next turn.  
  • Potent (DC 13 – 250 gp). When a creature within 15 feet of you forces a creature to make a saving throw with their spells or class abilities, you can use your reaction to increase the DC by 1 (You must use this reaction before the target rolls).
    • When used, the gemstone has a 25% chance of losing its magical properties.
    • The gemstone must be held in at least one hand or embedded into a weapon, shield or a spellcasting focus. 
    • If you embed this gemstone into a magical item, it can also be used to increase the DC of its abilities.
  • Lightweight (DC 15 – 350 gp). If embedded into an object or an item as an action its weight is halved for 1 hour. The gemstone loses its magical powers once the duration expires.
    • Does not work on objects or items that weigh more than 500 lb.
    • If this effect is used on armor, it loses any Strength requirements and does not impose disadvantage on Stealth checks.
    • If this effect is used on a weapon, it loses Heavy property and gains the Light and Thrown (30/90) properties and returns to your hand immediately after you make a ranged attack roll with it. 
    • Using gems of higher value increases the duration in the following ways:
      • 500-999 gp: 8 hours
      • 1000-2499 gp: 24 hours
      • 2500-4999 gp: 7 days
      • 5000+ gp: 30 days

Diamond Hands. As a bonus action, you can destroy a nonmagical gem worth at least 100 gp with the Hand of Gold, using its magical properties to enhance your body and the Hand of Gold in the following ways until the end of your next turn.

  • Your Unarmed Strikes or attacks with Hand of Gold deal extra 1d8 damage of the gemstone’s type. 
  • As long as one of your hands is free, you gain benefits as if you were wielding a shield. 
  • If a creature starts its turn grappled by you, you can force them to take 1d8 magical piercing damage. 
  • Creatures grappled by you are also restrained by liquid gold pouring from the Hand of Gold – the liquid gold telekinetically returns to the hand once you stop grappling the target.  

Golden Touch. Hand of Gold has 3 charges, you can expend a charge to create one of the following effects:

  • Gilded Artisan. You can spend one minute to create a medium or smaller object made of gold as via the Fabricate spell.
    • If you expend 2 charges instead of 1, you can create a large object instead.
    • The created object lasts until you finish a long rest, disintegrating once the duration ends. 
  • Flesh to Gold. When you touch a large or smaller creature or hit them with an attack made with Hand of Gold, you can expend a charge to cast Flesh of Stone (DC 15) on the target, turning them into a golden statue if they are petrified.
    • The petrification lasts until you finish a long rest, with the target becoming free and the gold disintegrating once the duration ends. 
  • Golden Armor. You can use your action to gain 25 Temporary Hit Points, your AC is increased by +2 while you have these Temporary Hit Points.

Leave a Reply

Your email address will not be published. Required fields are marked *