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Wondrous item, rare (requires attunement)

Made from the stuff of dreams, the cuffs and hem of this ethereal robe fade into translucent purple smoke, and the robes’ lining is sewn from the fabric of the night sky. A creature wearing these robes can become temporarily incorporeal, slipping through locked doors, blood-thirsty demons, or out of uncomfortable conversations. Owners of such a garment also find themselves incredibly productive, with washing up finished and clothes ironed each morning...

Also, it has pockets.

This robe has 3 charges and regains all expended charges daily at dawn.

Incorporeality. As a bonus action, you can spend 1 charge and become incorporeal until the start of your next turn. While incorporeal, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and can move through other creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you are shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you are shunted.

Spellcasting. You can spend charges to cast the following spells (save DC 15). You must spend a number of charges equal to the level at which you cast the spell.

  • Daydream*
  • Dreamwalk*
  • Sleep

Sleepwalker. You can’t be put to sleep against your will. When you fall into a nonmagical sleep while wearing these robes, you can specify one intention, such as ‘organising my collection of buttons’ or ‘oiling my chainmail’. While you sleep, you can perform light activities that fulfil this intention while still meeting the requirements of a long rest.

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Daydream
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny, four-panelled window)
Duration: Concentration, up to 1 minute
Mechanism: Debuff; Wis save
Classes: Bard, Wizard

You float some mildly distracting thoughts into the mind of a humanoid you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on Wisdom (Perception) checks (and take a - 5 penalty to its passive Perception as a result of this disadvantage) until the spell ends. A creature immune to being charmed is unaffected by this spell. A creature that succeeds on the saving throw by 5 or more is aware that an attempt was made to influence it with magic. Otherwise, the creature remains unaware of the magic that affected it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, or you can extend the range of the spell by 30 feet for each slot level above first.



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