Gloves of Pilfering
The gloves are incapacitated while in the area of an antimagic field. If targeted by dispel magic, the gloves must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
While the gloves remain motionless, they are indistinguishable from a normal pair of gloves, or may be identified as Gloves of Thievery.
While being worn, the wearer can use the Dexterity (Sleight of Hand) bonus of the gloves instead of their own. The gloves can revoke this bonus as a free action.
If the gloves are being worn, they have Advantage on attacks against the wearer unless the wearer succeeds on a DC 9 Strength saving throw. If the wearer succeeds, the gloves remove themselves from the wearer before attacking.
The gloves deal an extra 13 (4d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 ft. of an ally of the gloves that isn’t incapacitated and the gloves don’t have disadvantage on the attack roll.
Actions
The gloves can attempt to pick a pocket as a Bonus Action.
Animated Objects
Through the use of powerful magic, otherwise mundane objects, such as a broomstick, kettle, rug, or even a weapon or suit of armor, can be turned into a kind of primitive creature. An animated object is able to move, perceive, and even attack.
Gloves of Pilfering
Not yet described
Duplication and Templates
Gloves of Pilfering (horatio.fairburn) has been modified from other monsters.
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