Though it appears to be nothing more than a gown that would fit in among any other worn by a noble Lady, this deep red gown is a strong magic item designed for infiltration and assassination. The gown appears to be nothing more than fine cloth and provides protection equal to leather armor and is made not to impede movement. Players wearing the gown have advantage on deception and persuasion checks as its appearance alone beguiles onlookers allows the assassin to get away with far more than they would be able to otherwise. Its sleeves bear lacy cuffs that hide pockets built for poisons and give the wearer advantage on sleight of hand checks to poison food or drink. While wearing the gown a player can use a bonus action to reach into their own rib-cage and remove a rib that sharpens to become a weapon in their hand. The removed rib is treated as a +1 dagger and deals an additional 2d10 necrotic damage. Any removed ribs grow back during the next long rest but the process is painful and the player gains 1 level of exhaustion once the rest has ended, this does not prevent the player from receiving any other benefits on a long rest.
Curse. The features of the gown come at a cost, as a means of making the gown invisible to those who are able to identify magic all features are treated as side effects of the gowns curse. Once attuned to the gown the player is cursed until targeted by the remove curse spell or similar magic, removing the gown fails to end the curse. While cursed in this way the player is unaffected by healing spells and only receives half the normal amount of hit points from healing items, potions and hit dice.
Notes: Advantage: Sleight of Hand, Advantage: Deception, Advantage: Persuasion, Requires attunement by a Rouge , Deception, Cursed
Previous Versions
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