Living Rags (5e Equipment)

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Design Note: This race utilizes the Glide Speed Variant Rule.

Weapon (Living Armor), legendary (Major) (Requires Attunement)

Brief Description

The Living Rags are a swarm of ribbons and rags, collectively resembling those worn by poor of the slums. Tattered and patchworked, Living Rags are typically muted browns and greys. though some can be brightly coloured. They tend to shift and move around on your own, even without your input, and some even reach out when they're curious. Whispers can also be heard emanating from the Living Rags, as the souls of The Void try to speak to you.

Attunement

Prerequisites

To attune to the Living Rags, you must meet all of the following:

Attunement Process

For creatures who not connected to Azrael and/or The Void, to attune to the Living Rags, you must spend a short rest focused only on it. This focus must take the form of meditation. If this focus is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, you will become Attuned to it, and gain an intuitive understanding of how to use and activate all magical properties of the item.

For creatures who are not connected to Azrael and/or The Void, to attune to the Living Rags, you must spend a long rest focused only on it. This focus must take the form of meditation. If this focus is interrupted, the attunement attempt fails. Otherwise, at the end of the long rest, you will become Attuned to it, and gain an intuitive understanding of how to use and activate all magical properties of the item.

Powers and Properties

The Living Rags' Unattuned properties become inactive once it is Attuned.

Unattuned

While wearing the Living Rags, you gain +2 bonus AC.

Maddening Whispers. The first time you put on the Living Rags, make a Wisdom saving throw. If you fail, take 1d6 psychic damage. If you succeed, you gain the ability to cast Vicious Mockery.
Grasping Rags. The Living Rags reach out to aid you in battle, but do not try very hard. While wearing the Living Rags, you have advantage with grappling.

Attuned

The Living Rags have many abilities that require varying levels of mastery and effort. These abilities each cost a certain amount of charges, and taking a short rest restores 2 charges, while taking a long rest restores 8 charges. The Living Rags have 16 charges.

All of the Basic Properties are innate, and require no effort. All of the Tyro Properties cost 1 charge, and require you to have at least two levels in a martial class.[2]. All of the Noviciate Properties cost 2 charges, and require you to have been attuned to the Living Rags for at least one month. All of the Esoteric Properties cost 4 charges, and require you to have at least two levels in a spellcasting class.[3]. The spellcasting ability for all of the spells and cantrips is Wisdom.

Basic Properties

While wearing the Living Rags, you gain +4 bonus AC.

Vorpal Cloth. The Living Rags can be surprisingly sharp when attacking. When making slashing attacks, the Living Rags function as a Vorpal Sword.
Reaching Rags. The Living Rags reach out to aid you in battle. While wearing the Living Rags, you have advantage with melee attacks.
Whispers in the Fold. The Living Rags are connected to the souls of The Void, who can whisper the words of Azrael the Whisperer. While wearing the Living Rags, you have advantage on Intelligence rolls concerning the acquisition of secrets.

Tyro Properties

Ribbon Cut. As an action, you can use the Living Rags to attack one creature within 15 ft. On a successful hit, you deal 1d8 slashing damage.
Ribbon Bash. As an action, you can use the Living Rags to attack one creature within 15 ft. On a successful hit, you deal 1d8 bludgeoning damage.
Ribbon Pierce. As an action, you can use the Living Rags to attack one creature within 15 ft. On a successful hit, you deal 1d8 piercing damage.
Arboreal Rags. As an action, you gain a climbing speed of 15 ft. You can climb for 60 ft before this property deactivates and you must use it again or fall.
Kite-like. As an action, you can make the Living Rags take the form of a sort of wingsuit. This gives you a gliding speed of 30 ft.

Noviciate Properties

Tripple Attack. As an action, you can use the Living Rags to make three Ribbon Attacks[4] against one creature.
Maddening Whispers. The Living Rags are always whispering to you, but for a moment, you can make its voices audible to others. As an action, you can use the Living Rags to cast Vicious Mockery.
Rags of Fire. The Living Rags can loose a bolt of flame from within its folds. As an action, you can use the Living Rags to cast Fire Bolt.
Powerful Fold. The Living Rags can, for a moment, imbue you with the ability to intimidate others. As an action, you can use the Living Rags to cast Thaumaturgy, and using it will give you advantage on Charisma (Intimidation) checks throughout its duration.

Esoteric Properties

Multicast. As an action, you can use the Living Rags to cast three Noviciate Cantrips.
Multiattack. As an action, you can use the Living Rags to make 6 Ribbon Attacks[4] against one creature.
Piercing Ribbon Sphere. As an action, you can use the Living Rags to attack all creatures within 20 ft. On a successful hit, you deal 1d10 piercing damage.
Raggedy Feet. As an action, The Living Rags uses its Void energy into you, granting you a period of blinding speed. While you are in this state, enemies cannot target you with attacks of opportunity and your movement speed is doubled. These effects end after 1 minute or if you end your turn without moving.
Jaws of The Void. As an action, you can use the Living Rags to cast Eldritch Blast. The cloths and ribbons of the Living Rags open up, letting loose a blast of energy from The Void.
Cloths of Dissonance. As an action, you can use the Living Rags to cast Dissonant Whispers.

Identity

The Living Rags are a sentient Neutral swarrm of souls with an Intelligence of 16 (+3), a Wisdom of 19 (+4), and a Charisma of 14 (+2). It has hearing and blindsight out to a range of 90 feet. They can speak, read, and understand all languages, and can communicate with its wielder telepathically. They were created by Azrael the Whisperer and imbued with several souls from The Void, and are dominated by the strongest soul. Use the following table to determine the specifics of its personality:

d10 Personality Trait
1 It is quick to understand things.
2 It does not have a good imagination.
3 It is always prepared.
4 It makes a mess of things.
5 It feels comfortable around people.
6 It doesn't like to draw attention to myself.
7 It takes time out for others.
8 It feels little concern for others.
9 It gets upset easily.
10 It is relaxed most of the time.
d6 Ideal
1 Discovery. I need to find out why I was brought to this world so I can feel a sense of purpose for once. (Good)
2 Apathy. I really don't care why I'm here. I'll just have as much fun as possible and do whatever I want to. (Evil)
3 Ignorance. I really don't know what's up; either I don't want to find out or I just simply can't. (Neutral)
4 Trust. I believe I am here for a reason, and I will continue in my daily life until I figure that reason out. (Lawful)
5 Doubt. I feel that it was random chance why I was brought here and I'm just trying to survive, whatever the cost. (Chaotic)
6 Destiny. I know exactly why I am here and I'm always pushing towards that outcome regardless of any other variables. (Any)
d6 Flaw
1 Whenever it's about to remember something of it past/past life, it quickly disappears from it's mind.
2 Whenever it's try to help someone in need, it usually ends up making it worse than it was before.
3 It is extremely obnoxious whenever it gets nervous and/or anxious about something.
4 Sometimes it pretends to be far more confident than I really am.
5 At the first sign of trouble, it runs and hide as far away as possible.
6 It tends to pick fights a lot even if I know I'll lose.
6105458-6aec42fcbd0828a973d43c0a63880e525196353a_hq.jpg
DC's Ragman, who wears a suit of rags made from the souls of evildoers, similar in nature to Living Rags.

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  1. This means any alignment that includes Neutral (i.e. Neutral, Lawful Neutral, Neutral Evil, etc.)
  2. Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
  3. Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  4. 4.0 4.1 Ribbon Cut, Ribbon Bash, Ribbon Pierce.