I believe this artifact was originally intended for a BBEG in my campaign. I think I need to move the last two blocks of next near the beginning, looks weird coming after the Recharge one.
I also really like the possibility of a big spell going out, knowing you you could use the charges, but not knowing how much it might exhaust you if it's a REALLY high level spell.
And yes, the intent of the redirection is that if you make the save, you potentially save everyone from the spell by redirecting it!
Spellbane
Wondrous Item, artifact (requires attunement)
“Said to have been woven from threads of the weave itself, the Spellbane glove is mostly an arcane construct. When its not activated, it looks like a piece of jewelry with several colored gem rings and a bangle, all connected by golden and silver chains that cover the top of the hand. When the artifact is activate blue and purple lights form the rest of the glove.”
Attuning to this magic item gives you advantage on saving throws against magical effects.
This magic item can hold 10 charges which can be used for the following properites. It regains charges by stealing the magic from spells targetting the wearer.
Augment. You can use your reaction to boost an ally’s attack within 30 feet of you. For each charge you expend increase their attack and damage roll by 2. Rejuvenate. You can use your action to heal tan ally within 30 feet of you. For each charge you expend that creature can heal for one hit dice. This does not expend their hit dice. Recharge. You can use your action to restore spell slots to an ally. The target recovers a number of spell slot levels equal to the number of charges you expend.
When you make a successful saving throw against a spell you can use your reaction to try and redirect the spell. Make an ability check using your spellcasting ability or if you don’t have one use your proficiency bonus + 3. The DC equals 10 + the spell’s level. On a success choose a new target location or creature using the spells original attack roll or spell save.
If a spell targets only you, you can attempt to steal it and store the magic in the glove. On a successful ability check this item regains a number of charges equal to the spell's level. If the spell's level is higher than the maximum number of charges the item can store, you suffer a level of exhaustion for each spell level that exceeds the charge maximum.
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