Abyss Beckoners
Demonspirit Aura: The wearer's summoned creature has resistance to all damage except Psychic damage.
At the start of the summoned creature's turn, it must succeed a Wisdom Saving Throw or be driven Mad.
Bhaalist Gloves
Attack +1
Garrotte
Class Actions
Blackguard's Gauntlets
Strength Saving Throws+1
Attack +1
Inflict Wounds
Level 4 Necromancy Spell
Bonespike Gloves
Exoskeletal Reinforcement:Your attacks ignore Resistance to Slashing, Piercing, and Bludgeoning damage.
Bracers of Defence
Braindrain Gloves
Mental Interference: When you deal Psychic damage, you also inflict Mental Fatigue for 2 turns.
Cerebral Citadel Gloves
Illithid Euphoria: Charm or Frighten a creature to gain a 1d4 bonus to Attack Rolls and Saving Throws.
Strength Saving Throws +1
Cindersnap Gloves
Level 2 Abjuration Spell
Craterflesh Gloves
Craterous Wounds: Whenever you score a critical hit, deal an additional 1~6 Force Damage.
Strength Saving Throws +1
Daredevil Gloves
Doom Lobber: The wearer gains a +1 bonus to Spell Attack Rolls.
Daredevil Proximity: Your Ranged Attacks are made as melee spell attacks when you are adjacent to a hostile creature. This effect can be toggled off.
Dark Displacement Gloves
Subtle Swap: You gain a +1 bonus to Attack Rolls when throwing, and may swap positions with the target if they fail a Dexterity Saving Throw.
Sleight of Hand +1
Dark Justiciar Gauntlets
Umbral Attack: Your weapon attacks deal an additional 1~4 Necrotic damage.
Strength Saving Throws +1
Dark Justiciar Gauntlets (Rare)
Umbral Attack: Your weapon attacks deal an additional1~4 Necrotic damage.
Strength Saving Throws +1
Can cast Beckoning Darknessas a 4th level spell using Strength as the Spellcasting Ability.
Deadly Channeller Gloves
Arcane Critical
Level1 Divination Spell
Drow Leather Gloves
Druidic Bracers
Flawed Helldusk Gloves
Lesser Infernal Touch:Your weapon attacks deal an additional1d4 Firedamage. Your unarmed attacks deal an additional1d4 Necroticdamage, and can possibly inflictBleeding.
StrengthSaving Throws+1
Fleetfingers
Gauntlet of the Tyrant
Enervating Suffusion:Your unarmed attacks deal an additional1~4 Force Damage.
High Spellcasting:You gain a +1 bonus to Spell Save DC.
Command
Level 3 Enchantment Spell
Gauntlets of Hill Giant Strength
Increases the wearer's Strengthto 23.
Strength Saving Throws +1
Gauntlets of Surging Accuracy
Surge Accuracy: When you use Action Surge, gain a +1d4 bonus to Attack Rolls for the rest of your turn.
Strength Saving Throws +1
Gauntlets of the Warmaster
Heightened Manoeuvres:Targets have Disadvantage on Saving Throws against your manoeuvre and weapon actions.
Attack +1
Gemini Gloves
Adroit Caster: Cantrips targeting foes and allies can target an additional creature. The same target can be chosen twice.
Githyanki Bracers
Gloves of Archery
Corelon's Guiding Hand: You gain Proficiencywith longbows and shortbows. In addition, your ranged weapon attacks deal an additional 2 damage.
Gloves of Baneful Striking
Baneful Strike: Whenever you deal damage with a weapon attack, the target receives a -1d4 penalty to its Saving Throw against your next spell.
Gloves of Battlemage's Power
Battlemage's Power: When a weapon attack roll inflicts a condition, the wielder gains Arcane Acuity.
Strength Saving Throws +1
Gloves of Belligerent Skies
Thunderous Conversion: When the wearer deals Thunder Damage, Lightning Damage, or Radiant Damage, inflict 2 turns of Reverberation upon the target(s).
Gloves of Cinder and Sizzle
Dragonfire Fists: Your unarmed attacks deal an additional 1~4 Fire Damage.
Scorching Ray
Level3 Evocation Spell
Gloves of Crushing
Crushing Blows: The wearer gains a +1 bonus to unarmed Attack Rolls and their unarmed attacks deal an additional 2 Bludgeoning damage.
Gloves of Dexterity
Increases the wearer's Dexterity score to 18. (No effect if your DEX is higher than 18.)
AttackRolls +1
Gloves of Fire Resistance
Gloves of Flint and Steel
Gloves of Hail of Thorns
Hail of Thorns
Level1 Conjuration Spell
Gloves of Heroism
Warding Hands: When you use your Channel Oath spells, you gain Heroism.
Strength Saving Throws +1
Gloves of Missile Snaring
Missile Snaring: You can intercept missiles from ranged weapon attacks, reducing their damage by 1d10 + your Dexterity Modifier.
Gloves of Power
Gloves of Soul Catching
Soul Catching: Once per turn, on an unarmed hit, you regain 10 hit points. Alternatively, you may forego healing to gain Advantage on Attack Rolls and Saving Throws until the end of your next turn.
Constitution +2 (up to 20)
Gloves of Succour
Warding Hands: When you use Lay on Hands on a target with 50% or less of its hit points left, you also grant it Resistance against Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks.
Strength Saving Throws +1
Gloves of Thievery
Advantage on Sleight of Hand checks.
Gloves of Uninhibited Kushigo
Kushigo's Might: The wearer deals an additional 1d4 damage with Throw Attacks and attacks made with Improvised Weapons.
Gloves of the Automaton
Strength Saving Throws +1
Circuitry Interface
Class Actions
Gloves of the Balanced Hands
Gloves of the Duellist
Gloves of the Growling Underdog
Underdog's Bravery: The wearer gains Advantage on melee attack rolls while surrounded by 2 or more foes.
Strength Saving Throws +1
Helldusk Gloves
Infernal Acuity: You gain a +1 bonus to Spell Attack Rolls and Spell Save DC.
Infernal Touch: Your weapon attacks deal an additional 1~6 Fire Damage. Your unarmed attacks deal an additional 1~6 Necrotic Damage, and can possibly inflict Bleeding.
Strength Saving Throws +1
Rays of Fire
Cantrips
Hellrider's Pride
Helm's Protection: When you heal another creature, it gains resistance against Bludgeoning, Piercing and Slashing damage dealt by weapon attacks.
Strength Saving Throws +1
Herbalist's Gloves
Hr'a'cknir Bracers
Quickened Mage Hand: You can cast Mage Hand as a bonus action.
Strength Saving Throws +1
Telekinesis
Level 5 Transmutation Spell
Ichorous Gloves
Jhannyl's Gloves
Defy Villainy: When the wearer becomes Blinded, Paralysed, or Poisoned, they automatically cast Lesser Restoration on themselves.
Saving Throw +1
Knock Knuckle Gloves
Sleight of Hand +1
Knock
Level 2 Transmutation Spell
Leather Gloves
Legacy of the Masters
Arming Enhancement: Gain a +2 bonus to attack and damage rolls with weapons.
Strength Saving Throws +1
Luminous Gloves
Radiating Orb Gloves: When the wearer deals Radiant damage, receieve 1 turn of Radiating Orb.
Strength Saving Throws +1
Martial Exertion Gloves
Martial Exertion - Push past your physical limits, taking 6~36 Piercing damage to gain an additional attack and double your movement speed
Class Actions
Lasts 1 Turn: Short Rest to recover
Metallic Gloves
Netherstone-Studded Gauntlet
Enervating Suffusion: Your unarmed attacks deal an additional 1~4 Force Damage.
High Spellcasting: You gain a +1 bonus to Spell Save DC.
Command
Level 3 Enhantment Spell
Nimblefinger Gloves
Nimblefinger: Gnomes are granted +2 to Dexterity. Halflings and Dwaves gain +1 Dexterity.
Sleight of Hand +1
Oathbreaker Knight Gloves
Strength Saving Throws +1
Pale Widow Gloves
Ensnaring Strands
Level 1 Conjuration Spell
Pulling Web
Transmutation Cantrip
Web
Level 2 Conjuration Spell
Poisoner's Gloves
Envenom: Whenever you deal Poison damage, the target needs to succeed a Constitution Saving Throw or become Poisoned.
Quickspell Gloves
Quickspell Flinger: Cantrips that cost an action cost a bonus action instead. This effect can be used once per Short Rest.
Raven Gloves
Summon Quothe the Raven
Level 3 Conjuration Spell
Reason's Grasp
Seraphic Pugilist Gloves
Angelclocker Knuckles: Your unarmed attacks deal an additional 1~4 Radiant Damage.
Servitor of the Black Hand Gloves
Enervating Suffusion: Your unarmed attacks deal an additional 1~4 Force Damage.
Fear
Level 3 Illusion Spell
Snow-Dusted Monastery
Chilling Strike: Your unarmed attacks deal an additional 1~4 Cold Damage.
Ice Knife
Level3 Conjuration Spell
Spellmight Gloves
Spellseeking Gloves
Seeking Spell: When you make a spell Attack Roll, you can spend a Sorcery Point to gain Advantage. This costs 1 Sorcery Point per spell slot level. Cantrips cost 1 Sorcery Point.
Stalker Gloves
Seldom Caught Unawares: You gain a +1 bonus to Initiative Rolls.
Skullduggery Attack: Your Sneak Attack deals an additional 1~4 Force Damage.
Swordmaster Gloves
Sword Mastery: You gain Proficiency with shortswords, longswords, and greatswords. In addition, you gain a +1 bonus to melee Attack Rolls.
The Fork-Lightning Fingers
Lightning Strikes: Your unarmed attacks deal an additional 1~4 Lightning Damage.
The Reviving Hands
Aegis Palms: When you heal a creature, it gains the effect of Blade Ward. When you Revive a creature it gains the effect of Death Ward.
Strength Saving Throws +1
Revivify
Level 3 Necromancy Spell
The Sparkle Hands
Conductive Strikes: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges.
Effective Transmitter: While imbued with Lightning Charges, attacks against metal constructs and foes wearing metal armour gain Advantage.
Thermoarcanic Gloves
Arcane Ashes: Whenever you deal Fire damage, you gain 2 turns of Heat.
Thunderpalm Strikers
Booming Blows: Your unarmed attacks deal an addtional 1~4 Thunder Damage.
Thunderwave
Level 3 Evocation Spell
Unlucky Thief's Gloves
Sleight of Hand+2
Adds a piece of Charcoal (Coal Bucket) to the wearer's inventory for each item they steal.
After stealing 20 times, will inflict Burning condition to the player for 1 turn.
Unwanted Masterwork Gauntlets
Attack +1
Strength Saving Throws +1
Vampiric Gloves
Vampiric Touch
Level 3 Necromancy Spell
Winkling Gloves
Sleight of Hand +1
Attack +1
Winter's Clutches
Winter's Clutches: When the wearer deals Cold damage, inflict 2 turns of Encrusted with Frost upon the target(s).
Wondrous Gloves
Troubadour's Wonder: Your Armour Class increases by 1. In addition, if you have Bardic Inspiration, you gain 1 more use of it.