Armor (pride silk outfit), varies

 This robe was crafted deep in the abyss that is imbued with madness that may very well match Cthulhu's madness itself,  but allows the wearer to conceal ones true form and nature from any being able to physically view them but contains curses even the wearer should fear if one is not ready to face the abyss. Note: The Abyssal Abomination robe contains the lost souls of those who were in search of knowledge and perished  in the robe were absorbed into it.

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At Character Level (20) Cursed: The Abyssal Abomination know has the power to manifest shadow forms of the wearer up to 3 at a time which can be used to perform attacks and or an action in place of the wearer, they also only require 10 Magical weapon/attack damage to be destroyed. The Robe gives you 3 uses of summoning these shadows, 1 use= 1 Shadow. And for each shadow summoned you lose 1 intelligence point per shadow on the field until you dispel them or they're destroyed.

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At Character Level (15) The robe becomes able to allow the wearer to enter a ethereal plane identical to the real world but distorted and vibrating with volatile magic and maddening whispering.  (Every 20ft traveled by the wearer their next move is reduced by 5ft until they can no longer move while in the ethereal plane or until they leave which would cleanse the movement de-buff). The whispers cause the wearer to move 5ft less every 20ft traveled as the wearer becomes tempted by the knowledge of the abyss while in the ethereal plane (Be sure to exit the plane before you can no longer move or there can be dire consequences). If while in the ethereal plane and you can no longer move forward the wearer becomes trapped in that plane until they can successfully succeed in a intelligence save. Upon returning to the real world they remain unconscious for 2 hours. This ability can only be used once per long rest.

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At Character Level (10) Cursed:  The robe now periodically whispers knowledge of the abyss every long rest with a intelligence saving throw if the wearer wishes to listen to the robe during their long rest, if failed  it causes the wearer to have a reduction of 2 in Charisma  checks and saving throws until your next successful long rest (Charisma de-buff can only stack 3 times and is completely cleared once long rest is achieved after the initial night of failure) If the wearer succeed with the saving throw they learn a fragment of knowledge and need 5 fragments for each level of the spell you learn but the spell is random or at the Dm's discretion. So 5 fragments= one random Level (1) spell / 10 fragments= one random Level (2) spell / 15 fragments= one random Level (3) spell Etc...

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At Character Level (5) The robe has many eye's up and down the entire robe allowing the wearer to be warned of any incoming attacks not perceived  which allows you to have a Wisdom saving throw to dodge or redirect the attack with an invisible force. If you fail the saving throw  you dodge but take half of the damage and are effected by any status effect that weapon or magic causes but if you succeed you can redirect the attack into a different general direction(What the redirected attack hits or does is at the discretion of the GM). Only has one charge and requires one long rest to recharge that said charge.

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At Character Level (0) The robe allows the wearer to be viewed as whatever the on-looker perceives what they expect the wearer to be like, via what the wearer or their party says about the wearer. Of course the image varies from humanoid creature to humanoid creature. (Do not stay near any humanoid creature that begins to talk about your appearance near another humanoid creature engaged in the conversation with you or listening to that other humanoid creature as well), if not this may cause your true form to be questioned automatically causing them to roll a D20 perception check from all involved humanoid creatures). This robe also imbues the wearer with Abyssal knowledge that temporarily buffs wisdom and intelligence for 1 roll on any actions giving +1 to Int and Wis rolls until they make a Int or Wis roll (Can only use 2 charges until their next long rest, but every 10 levels you gain 1 extra charge and they recharge on next long rest) Character Level (0)= 2 charges, Character Level (10)= 3 charges, Character Level (20)= 4 charges.

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At Character Level (0) Cursed: Causes any and all humanoid creatures to go mad with fear if the illusion wears off while speaking to them more than a few sentences at a time. As they notice small faults with the wearers form like mouth movement not properly matching their words consistently due to poor illusion quality of small and constant moving parts. After you are revealed the viewer will see their worst horrors manifest  before them as the wearer.   If they succeed a D20 roll in perception and roll higher than 16 they see completely through the disguise and flee in horror if they fail with a 14 wisdom  saving throw.  If they fail the perception check they notice nothing wrong with the wearers form at first (The only speaking a few sentences at a time rule to avoid being discovered still applies). Also if they succeed the saving wisdom throw they will be able to stomach the horrific form but will be eager to leave the wearers presence or ask that the wearer to leave immediately, (But if any guarding humanoid creatures see through the disguise they may attack immediately seeing the wearer and only them as the threat, and if the wearer makes a person flee in horror within 120ft of the 'Guards' they will flock to the area to respond to the perceived threat).

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Please use/copy this homebrew to your hearts content or even modify it and make your own spin on it.

Imitation is the Sincerest Form of Flattery Meaning. Definition: If one imitates something another person does, it means one admires that person and wants to be like him or her. The proverb imitation is the sincerest form of flattery means that one imitates someone else because one admires that person or values what that person is doing.

An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.

Notes: Resistance: Psychic

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