Wondrous Item, artifact (requires attunement by a sorcerer, warlock, or wizard)

This elegant garment is made from exquisite cloth of green, white, gray, or red, black and adorned with golden and silvery runes. The robe's color corresponds to the alignment for which the item was created. A white, green robe was made for good, gray for neutral, red and black for evil. You can't attune to a ancient armored robe of the mage-god 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 18 + your Dexterity modifier.
  • You have advantage on saving throws against spells and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 5.
  • Your Arcana, insight, history, deception, persuasion and Investigation score is increase by 3.
  • You have advantage on constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You don't need to eat or drink.
  • Your speed increases by 15 feet.
  • You have advantage on initiative.
  • You have advantage on death saves.
  • You have Resistance - Bludgeoning, Piercing, and Slashing damage from non-magical sources.
  • You gain Immunity to Critical Hits
  • critical hits on a 18 or 20
  • Allow you to change your voice at will.
  • You know which way is north.
  • You can accurately recall anything you have seen or heard within the past month.
  • You can't be surprised while you are conscious.
  • You have an unlimited carry capacity.
  • Immunity to being Charmed, Blinded, Deafened and Frightened
  • You gain resistance to Force, Necrotic, Radiant, Psychic, Fire, Cold, Lightning.
  • Reveal a secret door or trap within 45 feet of you.
  • The wearer cannot become cold, wet, dry or dirty by non magical means.
  • Also protects from sand, liquids and other uncomfortable things.
  • Learn the fastest way in and out of a structure, such as a dungeon or a castle.
  • You always knows which way is north, and are always able to find shelter, provided there to be found.
  • You are permanently under the effect to the haste spell.
  • You are permanently under the effect to the breathe underwater spell.
  • You are permanently under the effect to the feather fall spell.
  • You are permanently under the effect to the mending spell.
  • You are permanently under the effect to the protection from evil and good spell.
  • You are permanently under the effect to the jump spell.
  • You are permanently under the effect to the comprehend language spell.
  • You are permanently under the effect to the regenerate spell.
  • You are permanently under the effect to the sanctuary spell.
  • You are permanently under the effect to the nondetection spell.
  • You are permanently under the effect to the glibness spell.
  • You are permanently under the effect to the pass without trace spell. 
  • You are permanently under the effect to the control weather spell.
  • You are permanently under the effect to the speak with the dead spell.

Notes: Set: Unarmored Armor Class, Advantage: Saving Throws, Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Death Saving Throws, Advantage: Initiative, Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Immunity: Critical Hits, Immunity: Charmed, Immunity: Blinded, Immunity: Frightened, Immunity: Deafened, Resistance: Force, Resistance: Necrotic, Resistance: Psychic, Resistance: Radiant, Resistance: Fire, Resistance: Cold, Resistance: Lightning, Advantage: Constitution Saving Throws, Bonus: Arcana, Bonus: Deception, Bonus: Persuasion, Bonus: Insight, Bonus: History, Bonus: Investigation, Bonus: Speed, sorcerer, warlock, or wizard, Buff, Warding, Outerwear

Item Tags: Buff Warding Outerwear

ryanBelmont

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