AC0 Magic Item – Gloves of Larceny

I came up with these on the way to get Tacos. I was thinking about how about street hustlers use distraction when getting you to play a game of 3 card Monte. Distraction is a powerful tool. We use it on children to stop them crying. Politicians use it on the masses to sidestep scandals. So, I thought… what would happen if I could shrink down distraction and larceny into a simple pair of gloves. Let me know if you use these.


The Gloves of Larceny have a long and storied history, dating back to the time of the legendary thief, Skye the Shadow. Skye was a master thief who stole from the wealthy and powerful, and used her skills to help those in need.

The Gloves were said to be her most prized possessions, crafted by a powerful wizard who owed her a debt of gratitude. The wizard imbued each glove with its unique properties – the Glove of Distraction, which could create illusions and sounds to distract guards or other foes, and the Glove of Nimble Fingers, which made Skye’s lockpicking and pickpocketing skills nearly unbeatable.

With the Gloves as her trusty tools, Skye became a legend among the criminal underworld, and a hero to the people. She used her skills to steal from corrupt nobles and give to the poor, earning the nickname “the Shadow of Light.”

Others who have managed to “get their hands on the gloves” so to speak, have tried to use them, but only a thief can unlock the power in them. To any one else they are only a pair of calf-skin gloves.


THAC 0 STATS

Glove of Distraction:

  • Once per day, the wearer can activate the glove to distract a creature within 30ft of them. The target must make a Wisdom saving throw (DC 10) or be distracted for 1 minute. While distracted, the target has a -2 to attack rolls and cannot use reactions. The distraction takes the form of a small illusion or sound that can be tailored by the wearer.

Glove of Nimble Fingers:

  • The wearer gains a +2 bonus to Thieving/Thief Skills checks (Lock Picking and Pick Pocketing) and a +2 bonus to Climb Walls checks.
  • Once per day, the wearer can activate the glove to gain a +2 bonus on a Dexterity check used for acrobatics or to climb or jump.

Combined Benefits:

  • If both gloves are worn, the wearer gains a +1 bonus to Thieving/Thief Skills checks, a +1 bonus to Climb Walls checks, and a +1 bonus to Dexterity checks used for acrobatics or to climb or jump.
  • In combat, the wearer gains a +2 bonus to attack rolls for any attacks made against a creature that is distracted by the Glove of Distraction.
  • The gloves cannot be used to cheat or steal from other party members or allies, unless both parties agree to a friendly wager or game of skill. Otherwise, the gloves will refuse to cooperate or warn the wearer of any attempts to deceive or harm their allies.

5e Stats

Glove of Distraction:

  • Once per short rest, the wearer can activate the glove to distract a creature within 30ft of them. The target must make a Wisdom saving throw (DC 15) or be distracted for 1 minute. While distracted, the target has disadvantage on Perception checks and cannot use reactions. The distraction takes the form of a small illusion or sound that can be tailored by the wearer (e.g. a bird flying by, a voice whispering, a coin falling).
  • Attunement: Requires attunement by a creature with hands.

Glove of Nimble Fingers:

  • The wearer gains a +5 bonus to Sleight of Hand checks made to pick pockets or manipulate small objects (like locks or traps).
  • Once per short rest, the wearer can activate the glove to gain advantage on an Athletics or Acrobatics check made to climb or jump.
  • Attunement: Requires attunement by a creature with hands.

Combined Benefits:

  • If both gloves are worn and attuned, the wearer gains a +2 bonus to lockpicking, climbing and jumping checks.
  • Additionally, the wearer gains advantage on Dexterity (Sleight of Hand) checks made to lift or take an object from a creature’s pockets or belt pouch, provided the target is distracted in some way (such as being charmed, grappled, blinded, or affected by the Glove of Distraction).
  • Finally, the gloves cannot be used to cheat or steal from other party members or allies, unless both parties agree to a friendly wager or game of skill. Otherwise, the gloves will refuse to cooperate or warn the wearer of any attempts to deceive or harm their allies.
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Phil Sentko is a well-known expert in the world of Dungeons and Dragons. He has been playing this popular role-playing game since the late 70s and has mastered the intricate mechanics of the game, including the infamous THAC0. In addition to his extensive knowledge of D&D, Phil is also an avid writer and blogger, sharing his insights on gaming and other topics.

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