Cuttlefish Glove
Adventuring Gear Varies
As a bonus action, you can touch a material and the glove will siphon different properties depending on the material touched. It has 5 charges. A charge is used whenever a material is siphoned. After a long rest it regains 1d4+1 charges.
Possible materials:
- Stone: advantage on the next athletics check
- Wood: advantage on a saving throw or ability check against effects that would try to move you against your will
- Metal: as a reaction to an attack, you can add +2 to your AC until the end of your next turn
- Soil/Sand: Advantage on stealth checks in the same terrain
- Fabric: as a reaction to falling you can decrease falling damage by 3d10