Robes of the Fallen (5e Equipment)

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Wondrous Item, artifact (requires attunement by a spellcaster of evil or neutral alignment)

These pitch black robes seem to reek of death and are only worn by the most despicable and heinous creatures imaginable. They grant the wearer great powers over death and even the ability to cause a quick and fiery end by the hands of an unquestionable beast of power. The robes gives the decadent soul that wears them nigh immortality, acting as a phylactery, a most perverted device used to further the life of one who should have long been dead. Fear the one who wears these black robes for they are not one that you will soon forget.

Magic Item. The Robes of the Fallen is a magic item that functions as a adamantine armor, cape of the mountebank, cloak of displacement, cloak of invisibility, ring of mind shielding, robe of the archmagi, robe of eyes, ring of protection, ring of resistance (random), gem of seeing, and a armor of invulnerability.

Rejuvenation. While attuned to the Robes of the Fallen, it acts as a phylactery. If you are destroyed, you gain a new body in 1d10 days, regaining all your hit points and become active again. Your new body appears wearing these robes. If a creature attempt to attune to these robes while your body is rejuvenating, their soul can be absorbed into the robes to sustain you. The target must make a successful Charisma saving throw against your spell DC. On a failed save, they are absorbed into the robes and have 24 hours to be freed or nothing short of divine intervention can bring them back to life. On a successful save, they cannot regain hit points by magical means for 1d10 days.

Hidden Robes. The Robes of the Fallen cannot be located by any magical means, and cannot be identified by any means unless the one trying to identify the robes is attuned to them. Additionally, you can use a bonus action to make the robes appear as any form of clothing, or revert them back their original form.

Ancient Dark Power. While wearing and being attuned to the Robes of the Fallen you gain the following benefits:

  • Spells you cast are cast at 1 spell slot higher up to 8th level. For example, if you cast a Fireball using a 3rd level spell slot, you expend the 3rd level spell slot but it is cast as if you expended a 4th level spell slot scaling as appropriate.
  • You have advantage on all Constitution saving throws required to maintain concentration.
  • Your spells cannot be countered, or dispelled as long as you maintain concentration. In addition, your spells cannot be stopped by an anti-magic field.
  • You have mastered 1 level 3 spell; 2 level 2 spells; and 3 level 1 spells. A mastered spell does not expend a spell slot when cast at that level.
  • You have advantage on death saving throws.
  • Intelligence and Charisma scores are each increased by 4, to a maximum of 30.

Fiery Servant. While wearing and being attuned to the Robes of the Fallen you can use an action to summon a Balor and 2 Quasits. The summoned Balor obeys your commands and is constant telepathic contact with you while you are in range. The 2 Quasits are summoned invisible and act as scouts. Once you use this feature, it cannot be used again until the next dawn.

Permanent Spells. While wearing and being attuned to the Robes of the Fallen, the following spells are always in effect unless you choose them not to be: comprehend languages, detect magic, unseen servant, levitate, spider climb, bestow curse, arcane sight, armor of darkness, darkvision, displacement, pass without trace, and undetectable alignment.
Random Properties. The Robes of the Fallen has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 2 minor detrimental properties
  • 1 major detrimental property

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