This top hat like magic item has many uses and is shaped like a regular gray top hat in various different colors. The most basic Hat (uncommon item) acts similarly to a Bag of holding, by placing objects into the opening they seemingly disappear, the hat can hold up to 250 pounds, not exceeding a volume of 32 cubic feet. The hat weighs less than 2 pounds, regardless of its contents. Retrieving an item from the hat requires an action. Additionally if a creature knows the contents of the hat it can reach into and retrieve them.
Additionally the following Hat variants have additional properties, along with the previous property similar to a bag of holding.
Hat of Animal Summoning (rare item). This item resembles a brown/copper colored top hat and has 3 charges. While holding the hat you can use your action to expend 1 charge to cast Conjure Animals(tiny beast only), by pulling a number of tiny creatures from the hats opening. The hat can release no more than 3 tiny creatures at a time. You do not have to maintain concentration on the Conjuration spell, however the creatures conjured only last for 10 minutes, or until they reach 0 hit points, at which point they disappear. The Hat regains 1d3 charges daily at dawn.
Hat of Mischief (very rare item, requires attunement). This hat resembles a blue/purple top hat and has 5 charges. While holding the hat you can use an action to expend 1 charge to create 1 of the following effects from the hat. The effects can be chosen, or the owner can cast an effect at random. The Hat regains 1d3 charges daily at dawn.
d6 |
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1 |
Magic smoke billows from the opening of the hat and fills a area with a 30 ft. radius from the hat, obscuring any sight in the area. 10 minutes after this effect takes place the cloud of smoke disperses, additionally a moderate wind can disperse the cloud in 1 minute, and a strong wind can disperse it in 1 round. |
2 |
Magical colorful sparks fly from the opening in every direction up to a 15 ft. radius from the opening, creating loud and bright bangs. Any creature in this radius must make a Dexterity saving throw(DC 10), or be considered Stunned for a max of 1d4 rounds. |
3 |
A glowing flame appears floating above the opening of the hat. The light from the flame sheds dim light up to 60 ft. radius. Additionally the hat starts floating and levitates above the ground, following the attuned caster of the effect maintaining a minimum distance of 15 ft. If the hat can't reach the caster, or stay within 15 ft. of them it automatically puts our the flame and teleports back onto the users head. |
4 |
A glowing floating hand appears from the hat. As a bonus action the owner of the hat can take control of the hand, by putting on the hat. The hand acts the same as the Mage Hand cantrip and can be used in the exact same way. The hand last for up to 1 minute, and can be dismissed at any time before than. |
5 |
A strong gust of wind comes from the opening. Any creature in a 30 ft. cone in front of the opening makes a Dexterity saving throw(DC 15), or be pushed away from the hat 10 ft. On a save a creature is not affected, except by a windy presence hitting them. |
6 |
Multiple (1d4) illusionary images of the hats owner come forth from the hat, each wearing exactly the same items/clothing the owner is, including a illusionary hat on top of their heads. The illusions run a muck and as a bonus action the hats owner can command each illusion by putting on the hat to act a certain way, or take certain actions. The illusions can not interact with any material objects, but look, sound and smell the same as the owner. Any creature watching can make a Intelligence check(DC 15) to determine which of them are illusions, or the real one. Any creature that attempts to make physical contact with the illusions passes through them, automatically determining that it was an illusion. |
Hat of the Mage House (Legendary item, requires attunement). This silver/black top hat upon speaking a command word allows the opening to magically grow and allow a large or smaller creature to enter the hat, into a pocket dimension. On the outside of this pocket dimension the creature is seemingly engulfed by the hat as the hat falls gently flat to the ground, the hat is then planted still on the ground until the creature reemerges from the hat or until another creature that the attuned creature allows to pick up and enter the hat in which the hat will do the same and fall to the ground under the same conditions.The hat is immune to all physical damage including fire and lightning, and thus can't be harmed while any creatures are within it. The hat can't be moved except by a creature designated, or by a creature exceeding a Strength check(DC 30) of force exerted on it, moving the hat 10 ft on a success. The pocket dimension is a cylindrical space 1 mile in diameter, and 500 ft tall, the walls of the cylinder are an invisible barrier that looking outside resembles a bright day or night sky depending on the time of day the creature entered the hat. The ground is a flat grassland terrain, with a lake at the east side of the dimensions edge. At the center of the dimension is a Hat shaped 4 story building with circular windows, and a chimney at the top of it. In the dimension, the attuned creature can create objects and even other creatures to their desire, any and all objects and creatures in the dimension will follow the attuned creatures commands to the best of their ability within the dimension. Any item or creature created in the dimension can not exit the dimension, disappearing instantly if attempted, however in the dimension all objects and creatures are very much real and can be interacted with normally, though nothing created in the dimension can bring harm to any creatures that enter it. The attuned creature that enters the Hat dimension is always aware of any outside interactions with the hat, and can designate any large or smaller creature to enter the hat by picking it up, placing it on top of them and letting it engulf them. Additionally the attuned creature can remove anyone from the hat by concentrating on them exiting. If for any reason the hat comes to harm, or a situation that may bring it to harm, all creatures within it are jettisoned and teleported outside of the hat within a safe space up to 120 ft. away, the person attuned being the last one thrown out with the hat appearing on his head. Once this effect takes place the pocket dimension will last for up to 1 day, and can be freely moved in and out of for the duration through the hat by creatures designated by the attuned. Once this effect ends and the dimension fades away, the ability can't be used again until 24 hours have passed.
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