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# The Infinity Gauntlet ### by u/DeyQuanF *"Perfectly balanced, as all things should be."*
*-Thanos*
Legend tells of six gems of varying powers known as the **Infinity Gems**. Obtaining one proves difficult but allows one to gain mastery over a certain power. When someone succeeds in placing all six into a vessel to channel the gems' powers, usually in the form of a golden gauntlet worn on the left hand, the individual becomes akin to a deity. The powered glove is dubbed the **Infinity Gauntlet**.
What exactly possesses a man to go to such great lengths? Could it be greed, a sense of importance, or even love? In either case, the power vested in the gems is not to be trifled with. The power of the Infinity Gems is native only to their original plane. ### The Infinity Gems The Infinity Gems first appeared centuries ago, seemingly born from nothing. Each one of six grants mastery over one of many domains. The domains are: -**Space** (Purple), for the user to instantly travel anywhere in the cosmos. -**Time** (Orange), allowing the user to shape events, past, present, and future, to their desire. -**Mind** (Blue), granting the user dominance of thought and to peer into the dreams of others. -**Reality** (Yellow), which grants the user to create their dreams, even if it defies all logic. -**Soul** (Green), letting the user control all life and death in the universe. -**Power** (Red), which grants the other five gems the energy to create or destroy. \columnbreak ### Mastering the Gems The Infinity Gems are powerful objects. Do not believe that by simply holding it, you now have control over it. A person must attune to a singular gem in order to obtain its power. This requires three saving throws, and failing any one of them has disasterous results. Should the person roll a 1 on their throw, consequences can be dire. Once all six gems are placed into the Gauntlet, the user needs to simply attune to have ultimate power. #### SPACE *This gem is a deep violet. As you examine it closely, you can see planets and moons oribiting. Stars twinkle in and out of existence in the deepest recesses of the gem.* *Attunement*: The user must make three DC 20 Dexterity saving throws. On three successes, the user has the power of the gem. On a fail, the user is randomly teleported to any location in the cosmos. This could include the bottom of the ocean, any other plane in the world, or even five feet in front of their last spot. This remains up to the Dungeon Master. On a roll of 1, the gem casts *meteor swarm* centered on the attempted attuner. When you successfully control the Space Gem, you gain the following benefits: - You can cast *meteor swarm* once a day. You regain the ability 24 hours after the casting. - Once a day, you can teleport you and three other creatures of your choice to any location you have previously visited. This cannot be used to travel from one plane to the next (eg. You can't go from the Astral Plane to the Nine Hells) - Due to your rapid travel, you are acclimated to all sorts of effects. Any effects of weather or from a plane do not affect you. #### TIME *This amber-colored gem reflects your face perfectly. Over your shoulder, you can see a younger version of yourself and an elder, undoubtedly your older self.* *Attunement*: The user must make three DC 20 Constitution saving throws. On three successes, the user has the power of the gem. On a fail, the user is petrified in place for 1d4+1 hours. On a roll of 1, the gem completely erases the creature from existence. When you successfully control the Time Gem, you gain the following benefits: - You can cast *time stop* once per day. You regain the ability each dawn. - Once a day, you can use your turn in combat to "rewind" time, allowing you to do things differently. An action done last round is erased, and the turn passes to the creature next in initiative. You however are the only person who knows what happens, so relay your information wisely. This ability resets 24 hours after using it. - You can age or de-age yourself at will. \pagebreak #### MIND *This gem faintly glows an arctic blue. Whispers can be heard emanating from it.* *Attunement*: The user must make three DC 20 Intelligence saving throws. On three successes, the user has the power of the gem. On a fail, the person suffers from 6d6 psychic damage. On a roll of 1, the creature succumbs to the effects of *feeblemind*, instantly failing the Intelligence saving throw associated with the spell. When you successfully control the Mind Gem, you gain the following benefits: - Your Intelligence score increases to 20 if it isn't already. - No longer are you barred by language barriers. You can understand all languages, and gain telepathy in a 120 foot radius. You still cannot speak, read, or write the languages. - You can cast *feeblemind* once every 3 days. #### REALITY *This yellow gem glitters like a mountain of gold. Within the gem, you can see yourself as you are now, and how you see yourself.* *Attunement*: The user must make three DC 20 Wisdom saving throws. On three successes, the user has the power of the gem. On a fail, the person's coffers warp, removing one random item. On a roll of 1, the person suffers from the effects of insanity as listed in the *Dungeon Master's Guide* (Pages 259-260) for a fortnight (2 weeks). When you successfully control the Reality Gem, you gain the following benefits: - You can make a request for a tangible, non-magical item similar to the *wish* spell. Your request is granted exactly as your wording states, with some detrimental effects (eg. a demand for 1 million gp, but the gold is taken from other creatures nearby and is deposited in a pile in front of you). - Once per day, you can use your bonus action to steal a random item off of a creature that is hostile to you. - Your new powers create gaps in the fabric of reality. When you cast a spell, including those by other Infinity Gems, roll on the Wild Magic table in the *Player's Handbook*. #### SOUL *This emerald gem lets off a faint glow. Wisps of fog and shadows of humanoids can be seen within.* *Attunement*: The user makes three DC 20 Charisma saving throws. On three successes, the user has the power of the gem. On a fail, the user suffer the effects of *chill touch* at 17th level (4d8 necrotic damage). On a roll of one, the creature's soul is sucked into the Soul World, a pocket dimension located within the gem. The person's body becomes inert, never dying as longer as they are within the gem. The creature's soul can only be released if someone else attunes to the gem and releases them. When you successfully control the Soul Gem, you gain the following benefits. - You can cast *chill touch* as if you are 17th level. - You can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa. - You can cast *power word kill* once per 7 days. When you kill a creature in this manner, their soul becomes trapped in the Soul World. You can release one soul per day that obeys all your commands. It has its original stats, but only half of its Hit Points. When a creature released from the Soul World is defeated, they go into their proper afterlife. The Soul World is an idyllic realm, a sort of limbo where souls are trapped. Within, creatures live in peace, requiring no food, drink, or air. #### POWER *This blood-colored gem has the appearance of a polished ruby. Energy crackles like lighting from within.* *Attunement*: The user makes three DC 20 Strength saving throws. On three successes, the user has the power of the gem. On a fail, the user's body is wracked with immense pain, taking 6d6 bludgeoning damage. On a roll of 1, the user's Strength score is reduced to 1. This can be reversed by *greater restoration*, *heal*, or *wish*. When you successfully control the Power Gem, you gain the following benefits: - Your Strength score increases to 20 if it isn't already. - When you hit on an unarmed strike, you now roll 1d8 instead of 1d4 for damage. - Your dominance over enemies allows you to consume them. As an action, you can absorb the life force of an enemy that has been killed within 1 minute. This heals you for 1d12 + your Constitution modifier Hit Points. Any lingering effects that would still be applied to the creature, such as poison, now affect you. \pagebreak ## Gauntlet of the Mad Titan *Legendary artifact (requires attunement)*
26 years ago, a man became infatuated with the physical manifestation of Death. He had murdered his mother, and worshiped Death by dealing it out to his enemies. He had been an opponent of several heroes in the past, but each time he was soundly defeated. He retreated to his home, biding his time for his next push at cosmic domination. He used his love Death in order to successfully bring the six Infinity Gems together, which angered her. He forged a glove in which to place the gems, using his hand as a conduit for their awesome power. He planned to bring chaos to the universe in order to win over his love, but was soundly defeated by divine forces and heroes. His gauntlet has since been used by countless individuals since then, each vying to fix something, or create what they want. *This ornate gauntlet shines in a dull gold and fits on the left hand. Upon the top of the hand, there is six holes that fit oval-shaped objects.* The Gauntlet fits the six Infinity Gems, five on top of the knuckles, one in the center of the hand. The gems must be placed in the correct order, starting from the thumb and ending at the top of the hand: Power, Reality, Mind, Space, Time, and Soul. In the correct order, the gems now shine brightly, giving off light equivalent to daylight. The glove restricts the damages that the six Gems could cause on their own. Attuning to the Gauntlet requires a single DC 15 Constitution saving throw. Failing inflicts 6d6 psychic damage. On a success, the user now has mastery over all six domains the Gems control. The user can cast *wish* at will once, without any of the drawbacks and limitations of the spell. This allows the user to create or destroy anything they could possibly desire. Once the wish has been granted, the gauntlet becomes damaged and is useless until repaired. The wielder also becomes scarred by the power of the six gems, taking 3d6 psychic damage. Gauntlet wielders commonly use their newfound power to wipe out half the universe's life. ### Credits - Marvel Comics and Marvel Studios, for the character of Thanos and *Avengers: Infinity War* - Jim Starlin, for the creation of the *Infinity Gauntlet* storyline - Anyone whom I consulted with for ideas and help (You know who you are!)