The secretive Mages of Saruun, an illicit merchant wizards' guild that operates out of the Seven-Pillared Hall in Cormyr, crafted several of these garments for the elite members of their council, the Pentarcanum. Each one is uniquely possessed of special enchantments that enhance the battle style of the wizard for whom they were crafted.
While wearing this coat you gain the following benefits:
- You gain proficiency in the stealth and athletics skills.
- You may use the coat as your spellcasting focus. While using the coat as your focus, your spell save DC and spell attack bonus each increase by 1.
- You may use the coat to cast Mage Armor and Jump without consuming a spell slot.
- Arcturias' Hooded Coat enhances psionic magic. If you have the arcane tradition feature from the wizard class, while you are attuned to the coat you may change your tradition to the School of Psionics over the course of a long rest. This change lasts until you spend another long rest to change back to your original school, or until you lose your attunement to the coat.
- While your arcane tradition matches the tradition of the coat, when you cast a spell that deals psionic damage, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. Once this feature is used it cannot be used again until the following day at dawn.
Additionally, the coat has two small pockets on the external sides and two larger pockets on the inner lining, each of which is an extradimensional space. The outer pockets can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The inner pockets can hold up to 40 pounds of material, not exceeding a volume of 4 cubic feet. The coat always weighs 8 pounds, regardless of the pockets' contents.
Placing an object in a pocket follows the normal rules for interacting with objects. Retrieving an item from a pocket requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
The coat pockets have a few limitations. If a pocket is overloaded, or if a sharp object pierces a pocket or tears it, the coat ruptures and is destroyed. If the coat is destroyed, the contents of its pockets are lost forever, although an artifact always turns up again somewhere. If a coat pocket is turned inside out, its contents spill forth, unharmed, and the coat must be put right before it can be used again. If a breathing creature is placed within a coat pocket, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the coat inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Proficiency: Stealth, Proficiency: Athletics, spellcaster, Damage, Buff, Combat, Warding, Outerwear, Focus
Previous Versions
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