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So things like call lightning and thunderbolt will be easier to land?
Metal armour basically making them lightning rods, see.
I read that spells do not count as "attack" rolls and now i am a bit confused
Where did you read that?
If Sparkle Hands work on spells, which I haven't actually tested myself, it would only work on spells that use Spell Attack rolls, such as Witch Bolt, Chromatic Orb or the Shocking Grasp cantrip.
Also do note that you still need a method of actually gaining Lightning Charges to make those gloves work, and any given attack may consume all your charges if you gain too many.
Also, it only applies while you have Lightning Charges. The gloves only provide those when you make an unarmed attack, which a sorcerer probably isn't going to do, so you'd need another source of the charges to get any bonus.
They're really more useful for a Monk than a Sorcerer.
Also, one of those Spells that would gain advantage, Shocking Grasp, already gains advantage against metal armour wearing enemies.
OP should look into the Gloves of Belligerent Skies instead.
And also obviously the Spellsparkler as a weapon.
Simple D&D rule of thumb:
If the thing rolls to hit, its an attack.
If it requires a save from the target (such as sacred flame or fireball) its not an attack.
Thank you, this clears up a lot. I am already using the lightning charge clothing, electric water boots and spellsparkler which all synergize with charges, but i was between using these gloves or the gloves of belligerent skies, and it looks like the latter is a no brainer now
Will use those gloves instead, thanks. I feel like with call lightning i dont have much use for chromatic orb anymore so not much to gain from these
But spell slot levels are not super meaningful to Sorcerers at least, which I assume you are playing as.
Why are they not meaningful?
It's not a 1:1 type of deal, so technically you're losing a bit of value, but due to the amount of long rests you can take, it's not a big deal to turn all/most your low level spell slots into higher level spell slots and use your big spells that go boom.
Some spells *do* use attack rolls,
Where this "metal armor" thing usually matters for spells is the "shocking hands" spell, which does use an attack roll and does get advantage on it if the defender is wearing metal armor. That is inherent to the spell and does not need any gear.
The "sparkle hands" are basically intended for monks who use unarmed attacks.