Weirding Cloak
Sentient cloak from the Astral plane, currently in the possession of Professor Weirding .
Smother.
Requires a charge. Melee Weapon Attack: +5 to hit, reach 10 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target.
Feather Fall. Requires a charge, lasts for one minute. The wearer’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Sentience. It is a sentient neutral good cloak. The cloak can read and understand any language its wearer knows, but cannot speak. It communicates through signals and body language, and by pulling on its wearer or bringing things to them.
Attributes
Weirding Cloak
Adventuring Gear
Very Rare Requires Attunement
Weight: 1lb
Personality
The cloak's purpose is to keep the world safe from dangers presented by the other planes and beyond. It works especially to foil the plots of fiends and aberrations. It seeks to guide its wearer, and grows frustrated if it feels they are heading down the wrong path. It will even break attunement if it feels the wearer is no longer worthy. Intelligent and powerful as the cloak is, it can act extremely childish, pulling innocent pranks on its wearer, dragging them along if it feels it is not being listened to, and throwing a tantrum if it does not get its way. It will never intentionally endanger the life of its wearer or innocents, however. When it sees a serious danger, the cloak will become completely focused and serious, fighting in perfect harmony with its wearer.It is quite possibly the smartest and most dangerous piece of laundry I've ever laid eyes on.
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