Open main menu

Dungeons and Dragons Wiki β

Gordian Gauntlet (3.5e Equipment)

Homebrew.png
Author: the bluez in the dungeon (talk)
Date Created: 13/05/2023
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Gordian GauntletEdit

Gordian Gauntlet use the Functional Weapons of Legacy variant rule.

Gordian Guantlet
Price: 151 gp
Body Slot: Held
Caster Level: 20th
Aura: Strong Transmutation (DC 30)
Activation: See Text
Weight: 1 lb

Appearing, at least at first, as a mundane hempen rope, this weapon of legacy has quite interesting powers: when properly wielded, it can be coiled around the user's fists to act as gauntlets, which allows one to perform incredible maneuvers while grappling.

The Gordian Gauntlet is a pair of gauntlets, made out of what appears to be simple rope, unusually resistant (10 hp and 10 hardness) and of masterwork quality. Its true powers are revealed as you complete the first ritual, transforming what would apparently be a perfect rope into a weapon for a pugilist-like warrior and a versatile tool. As various rituals are made and power is gained, the weapon starts taking on stronger powers. There are five rituals that are to be performed, they must be performed in order (the 2nd ritual must be completed before you start the 3rd, even if you achieve the 3rd level pre-requisites). Rituals cost gold (in the form of feeding the weapon raw materials) and xp, with an additional pre-requisite. Once the 1st level ritual is unlocked, the gauntlet displays its omen effect. You can take time out and spend 8 hours bringing the weapon to the next level once you have the pre-requisites.

The Gordian Gauntlet is a unique magic item, on its way to becoming an artifact. While it has a price, it cannot be completely destroyed. If reduced to 0 hp, it instead falls inert in a broken condition, and unable to be used until repaired, but is not destroyed as items usually are. It is treated as an artifact against the effects of mage's disjunction.

Omen: Once active and wielded, the rope seem to come to life, constantly slithering on the user's hands.

1st Ritual (First Knot)Edit

Knotted Tie: Due to being one continous rope around the user's hands, the creature using it may choose, once every round, to treat it as a two-handed weapon, foregoing from using it as two-weapons. This effect must be renewed each round.

Perfect Rope: When used as gauntlets, the Gordian Gauntlet gains a +1 enhancement and counts as magic weapon. The competence bonus to skill checks from the masterwork property improves to a +4. This bonus increases to +6 as you unlock the third ritual, and to +8 when you unlock the fifth one. The user also counts as one size larger when grappling opponents that are larger than itself.

Rope Fist: The rope may be coiled around the user's fists as a free action (a mental command which equips the weapon on its own if it's in its possession), becoming a pair of gauntlets, which inflicts 1d6 bludgeoning damage + Strength modifier (for a Medium creature) or your unarmed damage if higher. Attacks made with this weapon count as unarmed strikes when beneficial and do not provoke attacks of opportunity. Items wielded while the Gordian Gauntlet is on are secured as if the user has a locked gauntlet. Uncoiling the rope is also a free mental action.

Pre-Requisites: BAB +3, must have been used to tie a living, unconsenting and sentient being with the purpose of restraining it.

Cost: 2000 gp, 80 xp

2nd Ritual (Second Knot)Edit

Get Over Here!: While wielding the gauntlet, you may use a standard action to replicate the effects of the ray of rope spell as an extraordinary ability. When you perform the 4th ritual, you may use this ability as part of your attack routine, substituting one or more attacks. The Gordian Gauntlet may also be used as a grappling hook, adding its enhancement bonus to Use Rope checks (beside the competence bonus).

Meteor Rope Hammer: As a free action, the user may transform the Gordian Gauntlet in a meteor hammer and use it as one, even if it's not proficient. The weapon keeps its damage and properties (if used as a double weapon, it's enhancement is reduced by one per each end).

Tied Up: The user gains the Improved Grab special ability if it uses the Gordian Gauntlet to attack. It also gains the competence bonus from the masterwork property of the rope as a competence bonus to any grapple check made while wielding the gauntlets.

Variable Bonus: The enhancement bonus on the weapon improves to +2. By spending 1 hour in meditation, you can switch out the enhancement bonus on the weapon for any weapon special abilities on a 1 for 1 basis. The weapon must always have a minimum +1 enhancement bonus.

Pre-Requisites: BAB +6, must have hit an opponent with the Gordian Gauntlet, while grappling with it.

Cost: 8000 gp, 320 xp

3rd Ritual (Living Rope)Edit

Constrictor: The user of the Gordian Gauntlet gains the Constrict ability while using it. When grappling, if the user successfully makes a roll to grapple, it may choose to inflict automatic damage equal to the damage it would inflict with the Gordian Gauntlet + its Strength modifier. The user also counts as two size larger when grappling opponents larger than itself.

Snake of Rope While in rope version, the Gordian Gauntlet may act as a rope of entanglement at will, commanded as a move action. Add the weapon's enhancement to its AC, Damage Reduction and DC of the Escape Artist and Strength check needed to evade it. The rope also acts as a rope of climbing.

Variable Bonus: As previous, but the enhancement bonus on the weapon improves to +3.

Pre-Requisites: BAB +9, must animate the rope, such as through the animate rope spell.

Cost: 18,000 gp, 720 xp

4th Ritual (Infinite Loop)Edit

Hangman's Knot: When grappling with the Gordian Knot for three consecutive rounds, at the end of the third round, the user may force the grappled creature to pass a Fortitude save (DC is 20 + the weapon enhancement bonus) or die by strangulation. Creatures that do not breath are immune to this effect. When the fifth ritual has been unlocked, the user may also activate this effect immediately at the end of the round in which it has pinned its target. A creature that passess the save can't be killed this way until the next morning, but it's fatigued.

The Longest Rope: The rope now seemingly extends forever. The rope can be extended and retracted as a free action, gaining or losing up to 100 ft. in length each round. As a move action, the user of the Gordian Gauntlet may sever part of it, essentially creating a hempen rope of any length. The disconnected rope degrades over time, losing half its hardness each day until it snaps like wet tissue paper.

Variable Bonus: As previous, but the enhancement bonus on the weapon improves to +4.

Pre-Requisites: BAB +12, must have killed a creature by strangling it with the rope.

Cost: 32,000 gp, 1280 xp

5th Ritual (Gordian Knot)Edit

Greatest Knot: The user counts as three sizes larger than it is, for the purpose of grappling with the Gordian Gauntlet or otherwise using it, but only when it's beneficial to the wielder.

Unbreakable Bond: When using the Gordian Gauntlet to grapple or to restrain an opponent, you can force the target to make an appropriate check even if it's under the effect of the freedom of movement spell, if is trying to teleport or could otherwise automatically escape the binding. In case of a magical effect, the target uses a caster level check to oppose the user's check.

Variable Bonus: As previous, but the enhancement bonus on the weapon improves to +5.

Pre-Requisites: BAB +15, must have bound or pinned with the Gordian Gauntlet an opponent of at least Huge size, which can't have escaped the bind before the end of the third round.

Cost: 50,000 gp, 2000 xp

Prerequisites: N/A.
Cost to Create: Unique item, cannot be created.


Back to Main Page3.5e HomebrewEquipmentMagic Weapons


the bluez in the dungeon's Homebrew (750 Articles)
the bluez in the dungeonv