One cloak you touch becomes imbued with the semblance of life, with behavioural quirks. This garment gains a Strength score of 24 (+7), a Dexterity score of 21 (+5), a Constitution score of 16 (+3), a Charisma score of 5 (-3), a Wisdom of 11 (+0) and an Intelligence of 10 (+0). It has a number of Hit Points equal to your Spell-casting Ability Modifier x half your level. It has resistance to fire, cold and psychic damage, and immunity to bludgeoning and thunder damage. When it drops to 0 hit points, it once again becomes an inanimate cloak.
You can choose for the cloak to stay on your person, or the person of another willing creature, giving it a flying speed of 80 feet. If the cloak leaves that creatures person, they fall to the ground, if they are still airborne.
As a bonus action on your turn, you can cause the garment to move up to 60 feet away from you and cause one of the following effects:
Grapple: Choose one creature within 60 feet of you. That creature must make a Strength (Athletics), contested by the cloak's Strength (Athletics) check. If the cloak wins, the target is grappled, and you may immediately move the cloak up to 30 feet in any direction, but not more than 60 feet away from you. Every round, a grappled creature may use its action to make a Strength (Athletics) check contested by the cloak's Strength (Athletics) check. If it succeeds on the check, it is no longer grappled, and falls prone. If the cloak was holding the creature in the air when it succeeded this check, the creature falls to the ground, taking the necessary falling damage, unless it has means to stay airborne, such as wings.
Throttle: Choose one Large or smaller creature within 60 feet of you. That creature must make a Dexterity (Acrobatics) check contested by the cloak's Strength (Athletics) check. If the cloak wins, it manages to wrap itself around the head of that creature. The creature is blinded, and its speed is reduced by 10 feet. On each of the creature's turns while affected in this way, that creature must make a constitution saving throw, or take one level of exhaustion. That creature may use its action on each of its turns to repeat the contest. If it wins, the condition ends, and it falls prone.
Slam: When a target is grappled by the cloak, you may get the cloak use this action. The cloak attempts to slam the target into the ground or other solid surface. The cloak must make a Strength (Athletics) check with the DC depending on the size of the object:
- Medium or smaller: DC 8
- Large: DC 12
- Huge: DC 16
- Gargantuan: DC 26
If the check succeeds, that creature takes 6d8 bludgeoning damage.
Bind: Choose one creature within 60 feet of you that has hands/ appendages that can manipulate an item. That creature must make a Dexterity (Slight of Hand) check contested with the cloak's Strength (Athletics) check. If the the cloak wins the contest, it wraps itself around the creature's hands (or appendage); while affected in this way, a creature can't use items that require more complex manipulation (such as weapons, or a Potion of Healing ), has disadvantage on spell attack rolls, and before that creature tries to cast a spell on a turn that requires Somatic components, it must make a Dexterity (Slight of Hand) check against your spell save DC. If it fails, the spell is wasted. At the end of each of the creature's turns, it may make a Dexterity (Slight of Hand) check, or Strength (Athletics) check against the cloak's Strength (Athletics) check. If it succeeds, this condition ends.
At higher levels:
When you cast this spell using a higher level spell slot, the damage for the Slam option increases by 2d8 for each slot used above 5th, and the cloak's Strength (Athletics) bonus increases by 1 for each slot used above 5th.
* - (A cloak, tunic, or other garment, embroidered with pure gold thread.)
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Posted Aug 7, 2020It’s doctor strange!