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brightshore:homebrew:quests_aberrant_cloak

Quest's Aberrant Cloak

Type Cape/Cloak
Rarity Rare
Attunement Yes
Creator Nickolas

A cloak of dark brown and violet hued leather, with visible veins beneath skin if exposed to direct sunlight. During a great battle with the Scorpion God, Quest's Aberrant Cloak was awakened by Daymond's strange magics and his own determination to save his friends.

Once per day as a bonus action or a reaction to falling, you may awaken this item for 1 hour. Awakened, it becomes a creature. If worn, it is considered to be grappling the creature wearing it.

The cloak takes its turn directly before yours. It responds to verbal commands, no action required. If reduced to 0 hit-points, the cloak becomes inert and cannot be awoken again until 7 days have passed.

Quest's Aberrant Cloak (medium aberration, chaotic neutral)
HP: 50 AC: 15 Speed: 0 ft. Fly: 60 ft. Blindsight: 60 ft.
STR DEX CON INT WIS CHA
18 14 10 3 10 3
ABILITIES
Equipment: Quest's Aberrant Cloak can occupy another creature's
space regardless of size restrictions that would otherwise apply.
ACTIONS
Blind: As an action, the cloak can inflict the blindness condition
on a creature it has grappled. This condition ends if the creature
becomes ungrappled. Alternatively, unless the creature is restrained,
it can use an action to end the blinded condition.

Smother: As an action, the cloak can inflict the restrained condition
on a creature it has grappled. This condition ends if the creature is
ungrappled.
brightshore/homebrew/quests_aberrant_cloak.txt · Last modified: 2021/07/05 20:42 by kniraven