This fine garment is made of light blue silk and interwoven with silvery threads. It bristles with lightning energy, giving it a purplish hue. A cloak imbued with the power of raw lightning. It has a conductive mode and a charged mode. The cloak always starts at conductive mode, and can be switched into charged mode by using a first level spell slot and a bonus action. Coming back down from charged mode requires only a bonus action.
Conductive mode:
- User gets +10 extra to movement speed.
- The user gains a +2 to their AC until the end of their next turn after casting any lightning spell. This effect does not stack with the +3 in charged mode.
- All lightning based damage spells have their range doubled, but deal an additional 2d4 if casted at a distance of 10 feet.
- Any melee attack made with a weapon that can conduct electricity have an additional 1d6 lightning damage added.
Charged Mode:
The wearer keeps all passive effects from conductive mode, unless specified otherwise. Charged mode lasts for at most 3 turns, with the turn its activated on counting as the first turn.
- All non lightning spells have their range nullified, making them a melee spell (casting distance of 5 feet)
- User gets an additional +15 feet to movement speed, which stacks with the +10 from passive.
- The cloak shimmers with powerful lightning, granting a +3 AC for the duration of this mode. Users can take a bonus action to use a spell slot to gain an additional AC point per level of spell slot used, that lasts until the end of the players next to next turn. However, an attack made from a source that doesn't conduct lightning (For example, a rubber sword, or the arm of a creature resistant or immune to lightning) will ignore this additional AC.
- All lightning spells now deal an additional 3d4 lightning damage instead of 2d4 at a distance of 10 feet
- Melee attacks with conducting materials now deal an additional 1d8 lightning damage
- User must make a con saving throw at the end of every turn, with a DC of 14. On a failed save, user takes 2d6 lightning damage, and on a successful one, the damage is halved. On a crit fail (Nat 1) the user instead takes a flat 15 damage and is forced out of charged mode , and on a crit success, the user takes no damage. If the wearer drops below 0 hp due to this damage, they instead drop down to 1 hp and get knocked out, and the lightning cloak loses all power until a long rest.
The Cloak comes with 3 charges, that can be used to do any of the following. The cloak regains the charges after a long rest.
Chain Shock:
Consumes both a slot and a charge. A small lightning wave emanates from your hand. It will arc between enemies and objects, so long as they are conductive. It has a range of 10 feet, but from the first object it strikes, it can strike any other object within 20 feet of the first victim, up to a total of 3 times. It deals 3d6 damage to the first enemy (or object) and 3d4 to the other three. This damage is increased per level of spell slot to cast this spell (minimum first level), dealing an additional 1d6 to first and 1d4 to other three per level of spell slot used. Increasing the level of spell slot used also increases number of enemies or object the wave may arc to. Using it in combination with power lightning consumes 3 charges.
Power Lightning:
The wearer may channel the cloaks lightning alongside their own, and forcefully cast any lightning based spell to a level above the spell slot used. (A level 3 spell slot would become a level 4 spell slot), up to a maximum of level 6. This will however deplete the cloak of it's lightning for a turn, nullifying the extra AC until the end of the users next turn. This effect can only be used in charged mode.
Perfect Thunder:
If the wearer is casting a lightning spell, they may use a charge and force the spell to do its maximum damage, without a crit. The caster must make a constitution saving throw, with a variable DC depending on the level of spell used (5 for cantrip, 8 for level 1 and level 2, 13 for level 3, and 15 for every level 4 and above). On a failed save, user will take 1d6 damage + 1d4 damage per level of spell slot used above level 2. On a successful save, user will take no damage up to level 2, and half damage for level 3 and above. Using this with power lightning or chain shock will cost all three charges and user will take an additional 1d4 damage regardless.
Notes: druid, sorcerer, warlock, artificer, or wizard, Buff, Outerwear
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