Robe |
Item
| Description
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ROBE OF EYES (Rare, Requires attunement) | This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:- The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
- You have darkvision out to a range of 120 feet.
- You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
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ROBE OF SCINTILLATING COLORS (Very Rare, requires attunement) | This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
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ROBE OF SERPENTS (Uncommon, requires attunement) | A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored.As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.
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ROBE OF STARS (Very Rare, requires attunement) | This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
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ROBE OF SUMMER (Rare, requires attunement)
| This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.
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ROBE OF ARCHMAGI (Legendary, requires attunement by a sorcerer, warlock or wizard)
| This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.You gain these benefits while wearing the robe:- If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
- You have advantage on saving throws against spell and other magical effects.
- Your spell save DC and spell attack bonus each increase by 2.
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ROBE OF USEFUL ITEMS (Uncommon) | This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.The robe has two of each of the following patches:- Dagger
- Bullseye lantern (filled and lit)
- Steel mirror
- 10-foot pole
- Hempen rope (50 feet, coiled)
- Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
d100 | Patch |
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01-08 | Bag of 100 gp | 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself | 23-30 | 10 gems worth 100 gp each | 31-44 | Wooden ladder (24 feet long) | 45-51 | A riding horse with saddle bags | 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you | 60-68 | 4 potions of healing | 69-75 | Rowboat (12 feet long) | 76-83 | Spell scroll containing one spell of 1st to 3rd level | 84-90 | 2 mastiffs | 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | 97-00 | Portable ram |
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