While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.
While wearing this suit, you can see with darkvision to a distance of 60 feet.
While communicating telepathically with an individual you gain the benefit of detect thoughts and are able to understand their surface thoughts.
If you planeshit an unwilling creature they end up in the Far Realm.
See bonus effect for Abi-Dalzim's Horrid Wilting- You invoke the power of Ygorl and cause time, space and matter to decay. Each creature that fails the con save by 5 or more are aged 2d10 years, if they fail by 10 or more are aged 6d10 years. If a creature is aged beyond the normal years it would live, it dies and turns to dust. This spell causes the caster to age 1d4 years every time it is cast and receive 1 short long term madness as Yorgl's power rips through the far realm and out of your body.
You can use your reaction to cast the following spells from the suit using no charges once per day:
Arms of Hadar
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
Hunger of Hadar
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
You do not need to concentrate on the spell cast through the suit as an entity from the far realm will maintain concentration on it. If concentration between the far realm and the suit is broken (via dispell magic, wish, anti-magic field) the wearer of the suit is stunned for 1 minute.
Notes: Bonus: Spell Save DC, Bonus: Spell Attacks, Bonus: Armor Class, Sense: Darkvision, Language: Telepathy, Invisible, Suit of awesomeness, Outerwear
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