
Gauntlets of Dexterity: These seemingly ordinary leather gloves are magically enhanced to fit any wearer, whether a halfling or a large human. When worn, they offer a significant boost to the wearer’s dexterity:
If the wearer’s dexterity is 6 or lower, the gauntlets increase it by 4 points.
If the wearer’s dexterity is between 7 and 13, the increase is 2 points.
If the wearer’s dexterity is 14 or higher, it is increased by 1 point.
Additionally, non-thief characters gain the ability to pick pockets or open locks as if they were a 4th-level thief. For characters who are already thieves, the gauntlets grant a 10% bonus to their chances of success in these abilities, further enhancing their skill.
These gloves offer a versatile and powerful boost for characters seeking dexterity-based improvements or for those looking to gain a rogue's skillset without the class investment.
Ideas for your campaign:
1. The Thief's Trial
The Gauntlets of Dexterity could be the key to passing a trial set up by a long-forgotten thieves’ guild. In order to find a hidden treasure or gain entry into the secret guild’s vault, the party must navigate a series of traps and puzzles requiring a mix of dexterity, lockpicking, and agility. The gauntlets, found during the adventure, could give non-thief party members the temporary skills they need to complete the challenge, adding a layer of intrigue and excitement as they step into a rogue’s shoes for the first time.
2. Reward from a Patron
The party completes a mission for a noble or powerful merchant with a secret criminal background. As a reward for their service, they are gifted the Gauntlets of Dexterity. The patron subtly hints that the gauntlets have been used for more than just enhancing agility in combat—they have been instrumental in carrying out some "underground work." The gauntlets could either serve as a tempting gift or a burden, pushing the party further into the shady world of thieves and rogues.
3. Cursed Heist
The party is hired by a mysterious benefactor to steal an artifact from a rival wizard’s tower. As they prepare for the job, they discover the Gauntlets of Dexterity hidden away in an abandoned rogue’s hideout. However, after using them, they find that the gauntlets are cursed: while they grant great skill, they compel the wearer to steal or pickpocket every time they enter a new area. This adds a moral dilemma to the adventure, as the wearer tries to balance their newfound abilities with the compulsion to commit crimes.