The Void's Embrace | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Homebrew

The Void's Embrace

Adventuring Gear

Legendary

This coat grants +8 to its wearer's AC.
An additional +2 AC will be gained every second level.
Any attempt by anyone other than the attuned user to wear this coat will result in 10d20 necrotic damage.  

Extra Abilities

  Protection from the Elements
This jacket allows the wearer protection from even the most extreme heat and cold. This only applies to damage that might be dealt by an area. The wearer would still receive damage from a fire or cold-based spell. However, they will receive no damage from spells of fire or cold which are area of effect based.   Nonmagical Damage Resistance
Immunity can be invoked once a day. An extra use will be added every 5th level.
You have resistance to nonmagical damage while you wear this jacket. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes. This will end early if the jacket is removed.   Camouflage
While you wear this cloak, Perception checks made to see you have disadvantage, and you have advantage on Stealth checks made to hide.   Invisibility
This ability can be used five times per day. One extra use is gained every level.
You can use an action to become invisible if you succeed a DC 12 Wisdom saving throw. Anything you are wearing or carrying is invisible with you. You remain invisible until you use an action to becom visible or you are reduced to 0 hit points.   Embrace the Shadows
You can use this ability five times per day. One extra use is gained every second level.
You can invoke a version of the Darkness spell. The spell lasts for ten minutes.
Magical darkness spreads around you. And fills a 60-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
You are impervious to the effects of this spell and are able to see through the darkness as if it were never invoked. However, your vision is still subject to whatever environment you are in. If, for example, it is dark outside and you lack darkvision you will not gain full sight as if it were daylight.   Madness Becomes Them
This ability can be used once per day. It will gain an extra use every 5th level. An addition 1d8 of damage will be added to this spell every 3rd level.
You can invoke a version of the spell Maddening Darkness. The spell lasts for ten minutes. It will end early if your concentration is broken.
Magical darkness spreads around you to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
You are impervious to the effects of this spell and are able to see through the darkness as if it were never invoked. However, your vision is still subject to whatever environment you are in. If, for example, it is dark outside and you lack darkvision you will not gain full sight as if it were daylight.

The abyss has granted you a coat of many uses. A simple black leather duster jacket at first glance which holds varied magical properties.


Weight: 1 lb


Created by

bluefoxofshinjuku.

Statblock Type

Item

Link/Embed