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Magical Clothing Fo R Discerning Adventurers

Magical Clothing Fo R Discerning Adventurers

Magical fo r Discerning Adventurers

Anja Svare

Sample file Introduction Table of Contents I really like making magic items. General Clothing 3 Now, there’s nothing wrong with how 5e presents the majority of magic items. But the tend to get a little stale. Potions are all essentially the same, scrolls don’t really have much interest Outerwear 6 other than what spell they contain, you’ve got a few interesting things that aren’t weapons or armor, but that’s about it. Most of those will either break a game because of their power, or Headwear 12 they should require a massive quest of campaign-level, world- spanning heroics to obtain. There just aren’t a lot of items that everyday adventurers want, 14 that won’t break the bank so to speak, and are things that are actually useful. Everybody wears clothes (I don’t want to think about nude D&D), and everybody loves magic items for their Accessories 16 character.. Combining the two seemed like a good idea, but I didn’t want Special Orders 20 to go with just pants, , etc. I scoured the internet for medieval period clothing, and narrowed down a list of items that were common across a wide range of times and places throughout Europe during the . Now, I did come Glossary 22 across some interesting clothing items that fell outside that range or geography, and a few are included here. None of the items presented here are gender specific. I intentionally left any mention of that out of each item. For one, many of these garments were worn in some or another by different genders, although slightly modified, at different periods of time or in different places across Europe. I also did not want to restrict anyone from using any of these items for any character they see fit. Nothing here stops any character 2 from wearing any of these items (other than class attunement for some specific garments). As far as how this content is presented, I thought it would be fun to organize the items similar to how a clothing catalog would present their wares, so it ended up being divided by type of clothing. A few items have or had such broad use or terminology that they might fall into 2 categories (I’m looking at you, ) but for the most part it’s all pretty self-evident. Speaking of terminology, I have included a glossary of clothing terms that readers might not be familiar with. These definitions are by necessity somewhat vague in places, as the terms used to describe many garments throughout history could get a bit muddled or be used for different articles at different times, I have strived to be as accurate as possible, but by the very nature of the scope of medieval fashion, some Click here to check out items have been somewhat “diluted” to make sense for this 100 magical healing product and your game. items in my Alternative Anja Svare Medicines compendium, available now on the Credits DMs Guild! Content, design, layout: Anja Svare (yep, all me, only me) AllSample artwork and graphic elements: www.pixabay.com file DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Anja Svare and published under the Community Content Agreement for Dungeon Masters Guild. Magical Clothing for Discerning Adventurers General Clothing Alloyed Ackerton Colobium of the Vapors Wondrous item, very rare (requires attunement) Wondrous item, very rare (requires attunement)

Dyed with the ground powder of the carapace of a rust Go anywhere with this , literally! monster, this tunic can be worn either above or below Once you are attuned to this plain tunic, you can become your armor, but why hide it? amorphous, and can move through a space as narrow as While wearing this, any nonmagical weapon made of 1 inch wide without squeezing. This does put a strain on metal that hits you corrodes. After dealing damage, the your physical body, and requires a DC 15 Constitution weapon takes a permanent and cumulative -1 penalty check. A failure results in 2d6 hit points of bludgeoning to damage rolls. If its penalty drops to -5, the weapon is damage and stops your body from becoming amorphous. destroyed. Non-magical ammunition made of metal that You can attempt to use this feature up to twice per day. hits you is destroyed after dealing damage. After each use of this feature, you must make a DC 15 Constitution saving throw or suffer a level of exhaustion. You cannot wear armor with any metal in it while wearing this item. of Despair Wondrous item, very rare (requires attunement)

Woven from threads soaked in the ichor that passes as blood for a pit fiend, this loose, wide-sleeved tunic is incredibly powerful, yet still comfortable. While wearing it, you have advantage on all Charisma (Intimidation) checks. This ability comes at a price though. Each use of this feature requires a DC 15 Constitution saving throw, and failure results in 2d10 fire damage as the fabric heats up beyond what you can 3 control through willpower alone. of Troubles Wondrous Item, rare (must be attuned)

Wearing this form-fitting bodice alters the weave of the fates around you, and how people see you. Up to 3 times a day you can change an attack roll against you or an opposed ability check by forcing your opponent to re-roll. The new roll is final, even if more detrimental to you. This feature resets after a long rest. Breena’s Wondrous item, uncommon

The famed gnome weaver has created these blouses for adventurers for years. Somehow she is able to infuse an amazing resistance to magic into these simple yet fashionable blouses. While wearing one of these garments, you gain a +2 on all Intelligence, Wisdom, and Charisma saving throws against magic.Sample These come in all sizes! file

Magical Clothing for Discerning Adventurers Dark Wondrous item, uncommon (requires attunement)

Woven from coarse wool and steeped in necromantic magics, this simple black will keep you going, but at a price. If you take damage reducing you to 0 hit points while wearing this garment, you may make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. This feature can be used once per day. After such a use, you automatically suffer a level of exhaustion and suffer a short-term madness (DMG p259). Displacing Dalmatica Wondrous item, uncommon

Lined with the leather skin of a cloaker, this full length tunic is a great addition to anyone’s evening wear. With this garment, while you are grappling a creature you General Clothing General take only half the damage dealt to you, and the creature grappled by you takes the other half. Additionally, while in bright light, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Earthen 4 Wondrous item, uncommon

This sleeveless leather tunic is embedded with the finely ground pebbles shed by a galeb duhr. This tunic provides you with resistance to all non- magical bludgeoning attacks. of Conjuration Extrication Wondrous Item, rare (requires attunement) Wondrous Item, uncommon

They’ll never know what hit them when you wear this! Loose-fitting, comfortable, easy to move in. What more could you want? As a bonus action, this can be used to cast the spell misty step once per day. While wearing this draped sleeveless , you can take the Disengage action as a bonus action on your turn. You can use this ability twice before taking a short or long Cotte of Relûne rest. Wondrous item, rare (requires attunement) Much sought after, this shift was designed by the Falling swordmaster Relûne after her encounter with a Wondrous Item, uncommon fearsome marilith. She barely survived, and vowed to use the fighting knowledge she gained to help others. Fashionable, comfortable, useful. These have it all. WhileSample wearing this tunic, as a reaction you can add 4 to While wearing these silk robes,file you can cause them to your AC against one melee attack that would hit you. To billow out and lessen the impact of a fall. You can use do so, you must see the attacker and be wielding a melee your reaction when you fall to reduce any falling damage weapon. You can use this feature 3 times per long rest. you take by an amount equal to 5 times your proficiency bonus. Magical Clothing for Discerning Adventurers General Clothing Frock of the Brave Serpent’s Braies Wondrous item, uncommon Wondrous item, rare

No need to be scared of not looking like 100 gold in this. Made from the skin of the snakes from the head of a This simple garment grants you advantage on saving medusa, but still comfortable. throws versus being frightened while it is worn. Wearing these simple grants you advantage on all saving throws against being petrified. Guarding Gambeson Wondrous item, rare (requires attunement) Shielding Wondrous Item, rare (requires attunement) Protective and comfortable, this padded tunic has fibers from a tree that housed a dryad woven throughout it. Woven with strands of fur from the mane from a While wearing this padded tunic under your armor, you gynosphinx, you will still want to show this off. have advantage on saving throws against spells and While wearing this gown you have a shielded mind, other magical effects. making you immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks Healing Habit made to ascertain the your intentions or sincerity have Wondrous item, very rare (requires attunement by a cleric) disadvantage.

Infused with the power to channel the power of divinity into your daily adventuring life! This simple outfit of Tongues comes in styles for both men and women, and is slightly Wondrous Item, uncommon oversized to be worn over armor. While wearing this, you gain the ability to cast the Fit in at almost any social event. following:: With this on, you have the ability to cast the comprehend Healing Word (1/day). When you touch another languages spell up to 3 times per day, and to cast the creature, they regain 2d4+4 hit points. spell tongues on yourself once per day. 5 Ease Affliction (1/week). When you touch another creature, they are freed from any curse, disease, poison, Typhotic Tunic blindness, or deafness. Wondrous item, uncommon

Although appearing as a simple tunic, this garment Keen has been woven with strands of hair from a grimlock. Wondrous item, uncommon While wearing this tunic, you have blindsight out to Coming in many vibrant colors and patterns, this 30 feet. garment has been hand sewn with strands of worg fur and the fine feathers of a peryton to create a truly unique and useful addition to any adventurer’s lifestyle. While wearing this kirtle, you have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. Lurker’s Wondrous Item, uncommon

Although unassuming on it’s own, this garment comes to life when worn. With it’s never-ending moving patterns, this blouse grants you advantage on all Stealth checks as it confuses the eye. SampleIn addition it allows anyone wearing it who has file proficiency with disguise kits to double their proficiency bonus to any ability check to make or create a visual disguise.

Magical Clothing for Discerning Adventurers Almuce of the Pure Anorak of Rest Wondrous Item, rare (requires attunement by a druid or ranger) Wondrous Item, uncommon

Be all the rage in the wilderness. Uncommonly comfortable and relaxing. Attuned to the fauna of the natural world, this hooded Wearing this during a short rest conveys the shoulder lined with fur allows you to locate and benefits of a long rest. After each successive use in this communicate with animals more effectively. manner, you must pass a DC 14 Constitution saving While wearing this garment, 3 times per day you can throw or suffer a level of exhaustion. cast the following spells, with the noted modifiers: You also have resistance to cold damage. • You can cast speak with animals without spending a spell slot Bountiful Balandrana • You can cast animal friendship either with no spell cost Wondrous item, uncommon or at one level higher at no additional cost You’ll hunger for the opportunity to wear this on all our Outerwear • You can cast animal messenger either at a reduced travels. spell slot cost of 1 or at one level higher at no additional cost Made from a boar’s hide, this wide traveling has been in quite some demand by travelers everywhere. • You can cast locate animals or plants at a reduced spell While wearing this cloak, you are able to go without slot cost of 1 (only applies to locating animals) food for a number of days equal to 6 + you Constitution modifier (minimum 1). At the end of each day beyond that limit, you automatically suffer one level of exhaustion. Additionally, you only require half as much water as normal, and you have a DC 12 Constitution saving throw for drinking this lesser amount to avoid a level of exhaustion. Cape of the Hummingbird 6 Wondrous Item, rare (requires attunement)

Soar above the others as you stand out from the crowd. Trapping part of the essence of an air elemental into the weave of this cape, it allows you to hover above the ground. This ability functions as per the levitate spell, although it can only be used on oneself. You can use this ability 3 times before requiring a long rest. Capote of Change Wondrous item, rare (requires attunement)

You won’t want to change out of this. Lined with the leathery skin of a doppleganger, this hooded coat allows you to alter your shape. Up to 3 times per day, you can use your action to polymorph into a Small or Medium humanoid creature. The creature must be one that you have physically touched in the past 24 hours. Your statistics, other than your size, are the same. Any equipment you are wearing or carrying isn’t Sampletransformed. file

Magical Clothing for Discerning Adventurers Outerwear Corellon’s Cape Wondrous Item, uncommon

Charm people with the beauty of this cape. Designed to be worn by non-elves when visiting the Feywild, this cape grants you advantage on saving throws against being charmed. Dweomer Wondrous Item, rare (requires attunement by a spellcaster)

You’ll be quick to put this on in the morning. Trimmed in leather from a lamia’s hide, while wearing this long garment as a spellcaster you gain advantage on initiative rolls. Using the new initiative number, the next action you take must be the casting of a spell of level 1 or higher, or you lose the initiative bonus and go last in that round. This ability can be used 3 times before requiring a long rest. Esclavine of the Eye Wondrous item, uncommon

Others will keep an eye on you when you wear this. This simple pilgrim’s cloak is lined with leather from the skin of a hippogriff, and has helped many a traveler avoid the most dangerous parts of the road. Made from the pelt of the hindquarters of a griffon, his cloak grants 7 you advantage on Wisdom (Perception) checks that rely on sight.

Fleece of Enchantment Friendly Frock Wondrous Item, rare (requires attunement by a spellcaster) Wondrous Item, uncommon Whoever sees you in this will be envious. You’ll be the life of the party with this in your wardrobe. This warm fleece has stitching made from the Crafted with a fringe of faerie dragon lather, wearing woven fibers of oak tree inhabited by a dryad, and has this coat grants you the ability to cast the cantrip friends been specifically designed with the Enchanter in mind. once per day, without the need for any components. You gain the following benefits: • You have increased efficiency when recovering after casting spells from the school of enchantment. While Foot- of the Fields wearing this jacket, recovery of expended spell slots Wondrous item, uncommon from the school of enchantment equals your wizard levels. Set the stage for how others see you. • Once per day you may cast a spell from the school of This riding cloak is designed for both comfort and enchantment of any level, using a spell slot of 2 levels usefulness, being lined with feathers from a giant owl. lower, without diminishing the spell level. While wearing it, you can double your proficiency bonus when making a Wisdom (Animal Handling) check. In • Once per day you may cast a spell from the school of addition, once per day you are able to cast the spell enchantment as though it were 2 levels higher, at no Samplebeast sense as a ritual. file extra cost.

Magical Clothing for Discerning Adventurers Jacket of Alertness Wondrous Item, rare (requires attunement)

People will notice you when you wear this, but not before you notice them! This jacket has silky strands of a giant spiders’ web woven into the surface, but is lined with extremely itchy wool. While wearing this jacket, you have a preternatural sense of danger around you. You are immune to being surprised as long as you wear it, and gain advantage on initiative rolls. Due to the uncomfortable lining, casting spells while wearing it requires a Constitution saving throw. The DC equals 10 plus the level of the spell being cast. Outerwear In addition, to combat the effects of the constant itching, each day the jacket is worn requires a DC 14 Constitution saving throw. Failing this roll results in a level of exhaustion that requires 2 long rests to recover from. Jacket of Gesturing Wondrous Item, rare (requires attunement by an arcane spellcaster)

Move with ease in this comfortable coat. Featuring intricate embroidery made supposedly fashioned from the mane of a unicorn, this jacket aids 8 in the casting of spells requiring a somatic component. While you are wearing it, you can forgo the somatic component of any spell you wish to cast. Manteau of Mobility Wondrous Item, uncommon

Fur of the Frost You’ll be noticed, no matter how fast you move. Wondrous Item, uncommon Supposedly made from the tanned skin of a boggle, this Travel the north in style. loose cloak is favored by spies in every realm. It grants you an extra action 3 times per day. That action must be Made from a polar bear hide that was scraped clean by either Dash, Disengage, or Dodge. a scale from a white dragon wyrmling, and lined with fur from the same pelt, this coat grants you the following benefits: Mantle of Movement • You have resistance to cold damage. Wondrous item, uncommon (requires attunement) • You have advantage on Constitution saving throws Want to stand out, but not put yourself in danger? This is against extreme cold (below 0˚ Fahrenheit). the one for you. Made from the finest snakeskin, this long cloak can Invisible Skin do more than just protect you from the weather. While Wondrous Item, rare (requires attunement) wearing this garment, you make take Dodge as bonus action on each of your turns in combat. Additionally, StandSample out in crowd, when you want to. when an attacker that you canfile see hits you with an Wearing this pelt made from the hide of a gray slaad attack, you can use your reaction to halve the attack’s and lined with duergar beard, you can cast invisibility on damage against you. yourself once a day.

Magical Clothing for Discerning Adventurers Outerwear Maud of Meals Peaceful Parrock Wondrous Item, uncommon Wondrous item, rare (requires attunement)

Sophisticated, maybe. Strong, definitely. You’ll rest easier once you have this in your wardrobe. Wearing this plaid allows you to forgo food and This loose cloak is so comfortable, supplies are limited. water for 3 days without requiring a Constitution check. Originally crafted by elven craftspeople, this garment is After those 3 days, a single day accompanied by a long now available to everyone. While wearing this cloak, you rest with food and water is required to reset the magical are so comfortable and rest so easily that you gain the effects. benefits of a long rest while only taking a short rest. Melote of Mayhem Pelerine of the Path Wondrous item, rare (requires attunement) Wondrous item, uncommon

Carry your stuff. Roll it up to sleep on. Possibilities. No need for your admirers to search for you. Infused with the dying remains of a smoke mephit, this Favored the realms over for its warmth as well as its aid cloak of coarse sheepskin can protect you when things in hunting down almost anything or anyone, this cape get out of hand. Whenever you are hit by a single attack is always in demand. While wearing this furred cape, that causes damage higher than your Constitution you gain advantage on Wisdom (Survival) checks while ability score, this cloak expels a cloud of smoke that fills tracking. a 5-foot radius centered on your space. The sphere is considered heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. The cloak reforms on you after 1 round. Missionaries’ Mantelletta Wondrous Item, very rare (requires attunement by a cleric or paladin) 9 Why shouldn’t the devout look good too? A worn only by the most devout and faithful, this allows you to cast any of the healing spells listed below at 2 levels higher than normal for no extra spell slot cost. This ability can be used 2 times per day. In addition, a paladin wearing this vestment is able to restore a total number of hit points equal to your paladin level x 7 using your Lay on Hands ability. The spells able to be channeled through this garment are: cure wounds, healing word, prayer of healing, mass healing word, and heal. of Sparks Wondrous Item, uncommon

The room will light up when you show up in this. Woven with fine threads of a non-conducive material, this short jacket channels lightning energy away from the wearer. While wearing it, you have resistance to lightning damage. Any creatureSample within 5 feet of you when you are hit with file lightning damage must make a Dexterity saving throw or suffer half the damage you took.

Magical Clothing for Discerning Adventurers of Health Quickling’s Maud Wondrous Item, uncommon Wondrous item, very rare, (requires attunement)

This jacket should last as long as you do. No one is quite sure how these have made their way Made from pieces of the wings of an immature shadow here from the Gloaming Court, so supplies are limited. dragon, wearing this short jacket gives you resistance to While wearing this wrap, you can move preternaturally necrotic damage. quickly, but at a price. You gain the following benefits: • Your speed is increased by 20 feet. Pelt of the North • Any attack rolls against you have disadvantage unless Wondrous Item, rare (requires attunement) you are incapacitated or restrained. • If you are subject to an effect that allows you to make The reviews are in. This coat really works! No longer do a Dexterity saving throw to take only half damage, you you need to stay huddled up in your longhouse braving instead take no damage if you succeed on the saving another winter of solitude. Outerwear throw, and only half damage if you fail. Wearing this coat made from the skin of a remorhaz and Additionally, wearing this cloak is extremely tiring. The lined with polar bear fur, you gain resistance to both cold first time each day you use any of the benefits of the and fire damage. Additionally you can move across and cloak as listed above, you suffer a level of exhaustion. climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow This cloak cannot be worn with armor of any sort, doesn’t cost extra movement. magical or otherwise. If you do attempt to wear this maud with any sort of armor, you lose attunement with it and cannot attempt to attune with it again for 1 week. This feature is not apparent when first attuning to the cloak unless you are already wearing armor when you first don this garment, and you then have the opportunity to doff any armor you may be wearing in favor of the cloak. 10 Raging Paltock Wondrous item, uncommon

This loose jacket hails from the great weavers of the northern tribes, where ferocity in battle is prized above all else. Made from the cured flesh of fallen heroes (although you would never know it from the fashionable look), their indomitable spirits carry on. While wearing this garment, you can become reckless in battle. At the start of your turn, you can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against you have advantage until the start of your next turn. You can use this feature once per long rest, and each subsequent use before a long rest requires a successful DC 14 Constitution check. Failure results in a level of exhaustion. Sample file

Magical Clothing for Discerning Adventurers Outerwear Searing Serape Shuddering Sayon Wondrous Item, very rare (requires attunement Wondrous item, rare (requires attunement)

So useful, and still so fashionable. This sleeveless outer jacket looks great, but can cause Infused with the trapped life force of a fire elemental, even the most steadfast of your opponents to buckle this colorful outer garment allows you to cast a variety of under the pressure. fire-based spells. While wearing it, you gain advantage on all Charisma Once per day you can choose from the following list of (Intimidation) checks. In addition, once per day you can spells. The serape has 4 charges per day, and can only cast the fear spell (DC 13 Wisdom saving throw). be used in daylight. The spells are cast at 4th level (save DC 14) Stony Maud • Fire bolt (1 charge) Wondrous item, rare (requires attunement) • Faerie Fire (2 charges) • Fireball (3 charges) Explore the highlands in safety. • Fire Shield (4 charges) Lined with the rubbery skin of a grick, this shepherd’s • Wall of Fire (4 charges) wrap gives you the benefits of a ranger’s natural Additionally, this brightly colored garment is extremely explorer feature in rocky terrain, as well as advantage on easy to see. You have disadvantage on Stealth rolls while Dexterity (Stealth) checks made to hide in rocky terrain. wearing it. of Sight Shadow Surcoat Wondrous Item, rare (requires attunement) Wondrous item, uncommon (requires attunement) Someone skinned a nothic to make this for you. Wear it Available only in black and dark gray, this coat has in good health. protected many an urban adventurer over the years. Worn over your armor, this surcoat grants you truesight While wearing this coat, you have resistance to damage while you wear it. from all slashing attacks. In addition, while in dim light or darkness you can take the Hide action as a bonus 11 action. Swashbuckler’s Pourpoint Wondrous item, uncommon Shell of Survival A fashionable quilted that swordspeople the Wondrous Item, uncommon world over prize for its fashion as well as its protective qualities. You always wanted to travel. Now’s your chance. While wearing this garment, you have resistance to all Crafted by artisan weavers from the hinterlands, this piercing attacks from finesse weapons. blouse grants you advantage on Survival checks in any terrain. Ulster of the Inferno Shrouding Wondrous item, uncommon Wondrous Item, uncommon Embedded in the fibers of this thick are the remains of a salamander’s egg, giving it a deep obsidian This matte-black poncho has threads of displacer beast color. fur woven into it, and is lined with grimlock hide. And it While wearing this coat, you have immunity to fire, still looks fabulous. but vulnerability to cold. In addition, any creature that While wearing this garment, you project a magical touches you or hits you with a melee attack while within illusion that makes it appear that you are standing near 5 feet of you takes 1d6 fire damage. your actual location, causing attack rolls against you to have disadvantage. If you are hit by an attack, this effect is disruptedSample until the end of your next turn. file Additionally, wearing this item makes you invisible to darkvision.

Magical Clothing for Discerning Adventurers Bandanna of Vigor Wondrous Item, uncommon

This colorful gives you increased vigor and more pep in your step.. While wearing this bandanna, your exhaustion level is reduced by 1 after a short rest. After a long rest it is reduced by 2 levels. of the Brave Wondrous Item, uncommon

Never fear a social situation again. Headwear While wearing this beret, you have advantage against being frightened. of Consciousness Wondrous Item, uncommon (requires attunement)

Strong willed for a strong statement. This cap is imbues you with seemingly limitless reserves of willpower. While wearing this cap lined with boar fur, if you take 10 hit points of damage or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead. This ability recharges after a short or long rest. 12 Caul of Insight Wondrous item, uncommon (requires attunement)

Fashionable enough to wear to even the most prestigious events, but comfortable for everyday wear, this veiled headdress keeps you on your toes. Woven from the finest strands of fur from the mane of an androsphinx, while wearing this, you have advantage on Wisdom (Insight) checks. This headdress also casts a telepathic shroud over you, making you immune to any effect that would sense your emotions or read your thoughts, as well as divination spells. Additionally, once per day as an action you can cast detect thoughts (DC 13 Wisdom saving throw). Chaplet of Courage Wondrous item, uncommon

Stand up and stand out. While wearing this circlet of silks around your head, you have advantage on saving throws against being frightened. Additionally, once per day you gain 1d4 Sampletemporary hit points at the startfile of your turn for 3 rounds. You lose any remaining temporary hit points from this after the effect ends.

Magical Clothing for Discerning Adventurers Headwear Frightful Tam Thinking Cap Wondrous item, uncommon (requires attunement) Wondrous Item, rare (requires attunement)

You will be seen in this. And felt. Not just for scholars and sages anymore. Made with leather from a bronze dragon’s wing, the You gain a +2 bonus to all Intelligence related skill keeps this secure. While wearing this cap, checks while wearing this cap. each creature of the your choice that is within 120 feet of the you and aware of you must succeed Wisdom saving throw (DC 10 + you Wisdom bonus) or become of Tracking frightened for 1 minute. A creature can repeat the Wondrous item, uncommon saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw Crafted from linen dyed with the tarry blood of a is successful or the effect ends for it, the creature is banderhobb, this turban can help you find almost immune to this effect for the next 24 hours. anything. Or anyone. This effect can be used up to 3 times per day. While wearing this turban, if you have even a tiny piece of a creature or object in your possession, such as a lock or hair or a splinter of wood, you can determine the Night’s Bycocket most direct route to that creature or object if it is within Wondrous item, uncommon (requires attunement) 1 mile of you. If it is a creature, you also have advantage on Wisdom (Survival) checks to track them. You’ll make a statement of panache when you wear one of these . If they can find you. Made from the cured pelts of bats, the cap has 4 charges per day, and can be used for the following: Stealth (1 charge). You may re-roll a Stealth check, but must use the new roll. Swift (1 charge). You speed increases by 20 feet for 1d6 rounds. 13 Shadow (2 charges). You can cast the darkness spell as an action. Nimble Wondrous Item, very rare (requires attunement)

Wearing this hat conveys a nimbleness of foot that is hard to achieve any other way. While wearing this hat, you double your proficiency bonus when making a Dexterity (Acrobatics) or (Stealth) roll. This stacks with the rogue’s Expertise ability Snuff Cap Wondrous Item, uncommon

Keep your head warm, and everything else safe. This felt cap can be used to extinguish any flame within a 5-foot cube, natural or magical. You must remove the cap and place it in the area to be doused. The cap may be used Samplein this manner twice per day. file

Magical Clothing for Discerning Adventurers Ambusher of Recall Wondrous item, uncommon Wondrous item, common

Padded with the fine feathers of an immature kenku, So comfortable you’ll forget you have them on. nothing could be more comfortable. Made from strips of tanned leather from the hide of a These slippers give you advantage on attack rolls against minotaur, these never let you get lost. While any creature you have surprised, as well as +2 on Stealth wearing them, you can perfectly recall any path you have checks. traveled. Black Brogans of the Wondrous Item, rare (must be attuned) Wondrous item, common

Footwear Don’t hide these, flaunt them. With a pair of these on your feet, you’ll have the strength When you wear these comfortable , you gain the of a mule. ability to cast the darkness spell twice per day, although While wearing these clogs, your carrying capacity the range is limited to self. The ability resets after a long is doubled (now your Strength score x 30), and the rest. amount you can push, drag or lift is also doubled (now you Strength score x 60). Earth Wondrous Item, uncommon

Farmers love these. You will too. Made from the skin of an ankheg, these boots grant you tremorsense of up to 60 feet while wearing them. 14 Frenzied Cockers Wondrous item, uncommon

Crafted from the finest leathers that were cured with the blood of a gnoll, these knee-high boots are highly prized by those living in the hinterlands. While wearing these boots, if you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a melee attack. Pantofles of the Pyre Wondrous Item, uncommon (requires attunement)

We have no idea how they crafted such a beautiful pair of overshoes from the skin of a magma mephit, and we really don’t want to know. Wearing these overshoes, you can walk across even the Samplehottest surfaces with no ill effects.file

Magical Clothing for Discerning Adventurers Footwear Pattens of Progress Wondrous item, uncommon

These protective overshoes are highly prized in areas where people have to contend with everything nature has to throw at them. While wearing them you have great freedom of movement, ignoring difficult terrain, and magical effects can’t reduce your speed or cause you to be restrained. Poulaines of the Skein Wondrous item, uncommon

These long pointed shoes have an inner lining spun from the finest silk of an ettercap’s web. While in contact with a web, you know the exact location of any other creature in contact with the same web. You also ignore movement restrictions caused by webbing, and have advantage on any checks to remove yourself from any web where you may be restrained. of the Pack Wondrous item, uncommon

The beaks of several blood hawks are ground into a fine dust to use as a dye in fashioning these leather and cloth sandals. When wearing a pair, you have +2 on an attack roll 15 against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn’t incapacitated. If an ally is within 30 feet of you and is also wearing a pair of these sandals, you both gain advantage in the same situation. Shambling Shoes Wondrous Item, rare, (requires attunement)

Although these shoes may look like any other pair of sturdy footwear, these invigorate the feet and promote good health. Wearing these shoes reduces your speed by 20 feet, but they also double the hit points you gain from any healing spells cast on you. Additionally you have disadvantage on any Stealth checks while wearing them. Steady Shoes Curse. These shoes are cursed. Once you put the shoes Wondrous Item, uncommon on, they cannot be removed until a long rest by any means short of a remove curse, greater restoration, or Made of the finest goatskin, you’ll fall for these beauties. wish spell. These plain leather shoes grant you advantage on Strength and Dexterity saving throws made against Sampleeffects that would knock you prone.file

Magical Clothing for Discerning Adventurers Abjuration Ascot Wondrous Item, uncommon (requires attunement by a wizard)

This used to be sold exclusively to certain universities and academies, but we now offer it to the general public. This ascot grants you increased efficiency when recovering after casting spells from the school of abjuration. While wearing this ascot, recovery of expended spell slots from the school of abjuration equal your wizard levels. Baldric of Command Wondrous item, uncommon

Accessories This ornate is usually awarded to knights and other prominent military officers who command troops in battle. While wearing this, for 1 minute you can utter a special command or warning whenever a non-hostile creature that you can see within 30 ft. of you makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand you. A creature can benefit from only one Leadership die at a time. This effect ends if you are incapacitated. This ability recharges after a short or long rest. of Wrestling 16 Wondrous Item, uncommon

Made from the skin off the tail of a behir, this item works well with almost any outfit. While wearing this belt, you gain advantage on all grapple checks, whether you are attempting to grapple an opponent, avoid a grapple, or escape a grapple. Boundless Blanket Wondrous Item, uncommon

The northerners used to skin a yeti to get this kind of protection. Seems like someone still does. Using this blanket as a protective cover, any creature underneath it gains the following benefits: • advantage on Constitution saving throws against extreme cold (below 0˚ Fahrenheit) or heat (above 100˚ Fahrenheit) • acclimation to high altitude (above 10,000 feet) Up to 3 Medium creatures can huddle under this blanket without moving, or it can be used as a wrap for an Sampleindividual creature of the samefile size.

Magical Clothing for Discerning Adventurers Accessories Cave Bracers Wondrous item, rare, (requires attunement)

Wrought of fine leather with a filagree of cave fisher filament throughout, these bracers don’t just look good, they are extremely useful. Up to 3 times per day you can use an action to make a ranged melee attack, extending a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to you, and you can extrude a replacement filament on its next turn. Any creature grappled by this adhesive filament must make a opposed Strength saving throw. On a failure, the target is pulled into an unoccupied space within 10 feet closer to you. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the you can’t extrude another filament. Cingulum of Rejuvenation Wondrous item, uncommon (requires attunement)

Woven from strands of blessed and possibly 17 the hair from an eladrin, this simple rope-like belt is more functional than fashionable. As an action, three times per day you can activate the cingulum. Once activated, the next time you are subjected to bludgeoning, piercing, or slashing damage, you take no damage and instead regain a number of hit points equal to the damage dealt. This protection lasts for 1 round, and another action must be used to reactivate the belt. Chausse of the Swamp Wondrous item, uncommon (requires attunement)

Fashioned from the skin of a male bullywug and trimmed with the fur of a female catoblepas, somehow this pair of leather manages to look good with almost any outfit. While wearing these leathery hose, your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. In addition, 3 times per day as an action you can produce an overwhelming stench. Any creatureSample other than you that starts its turn within 10 file feet of you must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench for 1 hour. Magical Clothing for Discerning Adventurers Constricting Gages of Thunder Wondrous item, rare (requires attunement) Wondrous Item, rare (requires attunement)

Designed from a strip of the shed skin of a yuan-ti, this The leathery skin from the wing of a bronze dragon accessory goes with any outfit. supposedly went into making these. When you wear this choker, you can make a Strength Once per day while wearing these gloves you can clap (Athletics) check on a creature up to 30 feet away that your hand together and cast the spell thunderwave as a you can see. If the attack is successful, the target is first level spell. grappled by the magic forces from the choker. Until this grapple ends, the creature is retrained, and you can’t constrict another target. You can use this feature up to 3 Mask of the Mirage times per day. Wondrous item, rare, (requires attunement)

Fashioned from the leather-like skin of a cloaker, this Fool’s Tippet mask appears quite plain and ordinary. Once it is put on, Accessories Wondrous Item, uncommon it’s true power is revealed. As an action, you can place this mask over your face, We heard these are made from silks lifted from a causing yourself and anything you are wearing to be rakshasa’s wardrobe. We didn’t ask any more questions. covered with a magical illusion that makes you look When worn this gives you advantage on Sleight like another creature of your general size and shape. of Hand and Deception skill checks when you are The effect ends if you take a bonus action or if you are attempting to deceive someone. incapacitated, and can only be used once per short or long rest. The changes wrought by this effect fail to hold up to physical inspection. For example, you could appear to have claws, but someone touching your hand might not feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 13 18 Intelligence (Investigation) check to discern that you are disguised. Muffling Fichu Wondrous Item, uncommon

Favored in the desert lands far to the east, claims are that these are crafted from the remnants of a djinni’s turban. While worn about the neck, this kerchief renders you immune to being deafened. You also gain resistance to thunder damage. Parroting Purse Wondrous item, uncommon

Our suppliers insist that these purses are made only by a single family of kenku that use the skin of a mimic in their construction. By opening this purse, you can command it to change your voice in a perfect imitation of someone or something you have heard. A creature that hears the Samplesounds can tell they are imitationsfile with a successful DC 16 Wisdom (Insight) check.

Magical Clothing for Discerning Adventurers Accessories Resolute Barmecloth Stunning Gloves of the Forge Wondrous Item, uncommon (requires attunement) Wondrous item, uncommon (requires attunement) The hide from a tentacle of an oytugh was sued in crafting these supple works of art. Used by dwarven smiths for millenia, this simple leather When you make an unarmed strike against an opponent, is for more than just work. the target must succeed on a DC 15 Constitution saving While wearing the barmecloth, a melee weapon deals throw or be stunned until the end of your next turn. You one extra die of its damage when you hit with it. can use this ability 3 times per long rest. Additionally, you can’t be frightened while you can see an allied creature within 30 feet of you. Sash of the Divine Wondrous item, uncommon (requires attunement by a divine spellcaster)

Dyed with pigments made from the powder of finely ground couatl feathers, this brightly colored sash makes quite the statement. Channeling the power of the divine, as a bonus action while wearing it you can expend a spell slot to cause your melee weapon attacks to magically deal an extra 1d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If you expend a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Scarf of the Wind 19 Wondrous Item, rare (requires attunement)

Made with the finest feathers of an immature hippogriff, you’ll rise to the when you add this to your outfit. Wearing this scarf allows you to cast fly as a 3rd level spell once per day. Silks of Spring & Stealth Wondrous Item, uncommon

Coated in the sweat of a bullywug before they were sewn, these wrappings improve ore than just you look. These silk wrappings for the legs grant you advantage on all Stealth checks, as well as doubling the distance you can jump. Smart Scarf Wondrous Item, uncommon (requires attunement by a wizard)

Originally used by apprentice mages when studying for exams, theseSample have found their way to us. file When worn this scarf allows you to double your Intelligence modifier for your spell save DC and spell attack modifier..

Magical Clothing for Discerning Adventurers Radiant Weapons. Once attuned to Imikul, Your Sorlak’s Surkney (Imikul) weapon attacks are magical and deal an extra 2D6 Wondrous item, legendary (requires attunement by a warlock) radiant damage on a hit. This coarse woolen frock was once worn by Sorlak, a Persuasive. While attuned to Imikul, you can use an powerful Warlock of the Archfey. No one is exactly sure action to cast the enthrall spell. After you cast the spell, how this garment came to be infused with some of the roll a d6. On a roll of 1-5, you can’t cast it again until the arcane energies Sorlak harnessed, but he did devote his next night. extended life to seeking out and destroying the undead Radiant Blast. While attuned to Imikul, you can use an in all their horrible forms. All agree it is not something action to cast the circle of radiance (see below) spell. you put on lightly. After you cast the spell, roll a d6. On a roll of 1-5, you Itchy Madness. When you become attuned to Imikul, can’t cast it again until the next night. you will suffer from vivid hallucinations of family, Necromantic Awareness. While wearing Imikul, it friends, and acquaintances becoming undead and alerts you to the presence of undead within 60 feet of decaying before your eyes. These hallucinations you. In addition, you can use an action to cast protection last for 24 hours and are powerful enough to cause from evil (undead) on yourself from the garment. Once disadvantage on all ability checks. you cast this spell, you can’t cast it from the garment Stench of Decay. While attuned to Imikul, you emit again until the next night.

Special Order Special a sour stench of decay up to 10 feet away. This odor Sentience. Imikul is a sentient neutral good garment cannot be mitigated by any means other than voluntarily with an Intelligence of 12, a Wisdom of 12, and a ending attunement to the garment. Charisma of 14. It has hearing and darkvision out to a Unnerving. While wearing Imikul, due to the range of 120 feet. combination of itchiness, smell, general irritation, and Imikul communicates by transmitting emotions, sending possible bouts of madness, you suffer a loss of 2 points an itching sensation to the wearer when it wants to of Charsima. This can be restored by either ending communicate something it has sensed. attunement with Imikul or a greater restoration spell. Personality. Imikul is suspicious of almost everything and everyone around it, becoming restless when their wearer delays and detours from actively seeking out and destroying undead creatures in all their forms, or if 20 others are interfering with the wearer from carrying out actions that Imikul believes to be necessary. Initially this restlessness can manifest in the wearer twirling their hair or tugging on their beard. When Imikul gets past this restless state due to what it perceives are immediate undead threats and no action is being taken, it can cause it’s wearer to itch to the point of madness, goading them into action against their sworn foes. When this happens, the wearer must make an opposed Charisma check against Imikul, with failure resulting in a roll on the short-term madness table (DMG p259). Circle of Radiance 6th-level necromancy

Casting Time: 1 action Range: self Duration: Instantaneous A sphere of radiant energy ripples out in a 60-foot- radius sphere centered on you. Each creature in that area must make a Constitution saving throw. A target Sampletakes 8d6 radiant damage onfile a failed save, or half as much damage on a successful one. You are immune to this damage.

Magical Clothing for Discerning Adventurers Special Order Psychic Gloves of Aut (Xiva) Wondrous item, legendary (requires attunement)

These gloves were created by the Aut, and ancient order of spellcasters who hunted and destroyed aberrations across the planes. The order sacrificed one of their own members to imbue their life spirit into these gloves and carry on the work they had started, even as the Aut was wiped out by a rare coalition between mind flayers and a beholder. Psychic Alignment. Due to Xiva’s powerful psychic presence, you take 4d10 psychic damage when you become attuned to Xiva. Insistent Loudmouth. When you are attuned to these gloves, Xiva insists on tracking down and destroying aberrations. If the wearer is not doing some demonstrable actions towards that goal within a 24 hour period, they must make an opposed Charisma check against Xiva. If the wearer fails, Xiva begins belittling and shouting at the wearer, to the detriment of others in the area. For 1d12 hours other creatures can’t take short or long rests while within 300 feet of you. Disdain of Value. The first time you touch a gem or Sentience. Xiva is a sentient neutral evil pair of gloves piece of jewelry while attuned to Xiva, the value of the with an Intelligence of 9, a Wisdom of 16, and a gem or jewelry is reduced by half. Charisma of 10. It has hearing and normal vision out to Psychic Shield. While attuned to Xiva, your thoughts a range of 30 feet. can’t be read by telepathy or other means unless you Xiva communicates by transmitting speaking Common. allow it. You also have resistance to psychic damage, and In addition, Xiva can communicate telepathically with whenever a creature deals psychic damage to you, that any creature that carries or wields it. 21 creature takes the same amount of damage that you do. Personality. The trapped soul of the wizard Xiva has Psychic Weapons. When you hit with a weapon attack been corrupted and possibly driven mad by the arcane while attuned to Xiva, the target takes an extra 1d6 ritual that infused their soul into these gloves, and damage of psychic damage as Xiva gleefully blasts their it has only gotten worse over the millenia. Xiva has mind in the frenzy of battle. This extra damage increases become single minded in their approach to destroying to 3d6 if the opponent has psychic abilities. aberrations of all kinds, and cannot abide weakness Psychic Shout. While attuned, you can channel the in any form when it comes to that task. Xiva speaks of psychic shouting of Xiva into the mind of one creature nothing but either seeking and destroying aberrations you can see within 60 feet, wracking it with terrible pain. or the weakness it perceives in any wearer who is not The target must make a DC 14 Wisdom saving throw. constantly following this mandate, believing that by On a failed save, it takes 4d6 psychic damage and drops destroying all aberrations it can finally be freed of its whatever it is carrying. On a successful save, the target imprisonment in the gloves. takes half as much damage and doesn’t drop anything. When first worn, Xiva demands attunement, and doesn’t Fear and Loathing. While attuned to Xiva, you can allow its bearer to attune to other items. It justifies this use an action to tap into the nightmares of a creature by promising its wearer that they will become famous you can see within 120 feet and create an illusory across the planes as a destroyer of aberrations, they only manifestation of its deepest fears, visible only to that follow Xiva’s lead (Other items already attuned to the creature. The target must make a DC 14 Wisdom saving bearer remain so until their attunement ends.) throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a DC 14 Wisdom saving throw or take 4d10 psychic damage. On a successfulSample save, the effect ends. file

Magical Clothing for Discerning Adventurers Glossary

Ackerton: a tunic for wearing over or under armor Paltock: a short under-jacket to which and hose could be Almuce: a -like shoulder cape attached. Anorak: a coat with a hood, often lined with fur Pantofles: an overshoe to protect the shoes and garments from mud and street soil, usually of some height Ascot: a neckband with wide pointed wings, also called a Parrock: a loose cloak with armholes Balandrana: a wide traveling cloak Pattens: protective overshoes Baldric: a belt worn over one shoulder that is typically used to carry a weapon Pelerine: a small cape that covers the shoulders Bandanna: a large, usually colorful kerchief, often worn on the head or Pelisse: a short fur-trimmed jacket around the neck Poncho: a draped outer garment cloth with a hood Barmecloth: a simple leather apron Poulaines: long pointed shoes Bliaut: a loose, wide-sleeved over-garment Pourpoint: a quilted snug-fitting jacket Bracers: straps or sheaths for the arm Sayon: a sleeveless tunic or outer jacket Braies: knee- or calf-length undergarments Serape: a long blanket-like , often brightly colored and fringed at Brogan: the ends Bycocket: a hat with a wide brim that is turned up in the back and Shell: a sleeveless blouse, especially one meant for wear under a pointed in the front jacket Caligae: heavy-soled hobnailed military sandal-boots Surcoat: a long, loose, often sleeveless coat reaching down to the feet Capote: a long hooded coat Surkney: a loose, coarse woolen frock or coat Cassock: an ankle-length long coat, mainly worn by clergy Tam: a flat , usually made of wool hand-knitted in one piece Caul: a headdress worn to cover tied-up hair Tippet: a scarf-like narrow piece of clothing, worn over the shoulders Chaplet: a wreath of twisted silk or used as a headdress Tunic: a simple garment reaching from the shoulders to a length somewhere between the hips and the knees Chausse: tight covering for the legs, each separate and tied to a belt or . Can be made of leather or cloth Ulster: a thick overcoat with a shoulder cape and sleeves Chiton: a tunic that fastens at the shoulder Choker: a close-fitting necklace worn around the neck Cingulum: a rope-like belt for robes 22 Cockers: knee-high leather boots Colobium: a simple sleeveless white linen shift Corselet: a foundation garment sharing elements of and Cotte: a long sleeved shift, or tunic, usually girded Dalmatica: a long, wide-sleeved tunic Dolman: a long and loose garment with narrow sleeves and an opening in the front Esclavine: a pilgrim’s cloak Fichu: a large, square kerchief worn to fill in the neckline of a shirt Foot-mantle: a large cloak-like garment worn when riding Frock: a coat-like garment with full reaching the lower thigh or knee Gages: gloves Gambeson: a padded jacket worn under armor Habit: a tunic with a cowl or hood, typically worn by clergy. Can also refer to a long jacket used when riding Jerkin: a short close-fitting jacket without sleeves Kirtle: a loose outer garment usually worn over a smock or other clothing Manteau: a cloak, gown, or overcoat Mantelletta: a sleeveless, knee-length, vest-like garment, open in front, with slits instead of sleeves on the sides, fastened at the neck Mantle: a long, loose cape-like cloak usually worn over indoor clothing to serve the same purpose as an overcoat. Maud:Sample a rectangular, woolen blanket with fringed ends, used as a wrap file Melote: a cloak of coarse sheepskin or fur Paletot: a semi-fitted to fitted coat with peaked lapels, a flat back and no belt

Magical Clothing for Discerning Adventurers