Robe of the Overflowing Spirit

Wondrous item, rare (requires attunement)

These robes shine with a vibrant sheen of different colors depending on what element they are attuned to, their cloth moving and flowing even when there is no air to jostle it. There are six different robes in total, each granting their own effects.

Air. While wearing this robe, you gain advantage on all Dexterity (Acrobatics) ability checks. Additionally, you can spend a reaction to immediately make a movement up to your speed. While using this movement, you do not provoke opportunity attacks. Once you use this ability, you must complete a long rest before using it again.

Earth. While wearing this robe, you gain advantage on all Strength (Athletics) ability checks and a +1 bonus to your Armor Class and saving throws. As a reaction, you gain advantage on saving throws against effects that would forcibly move you from your space until the start of your next turn.

Fire. While wearing this robe, you gain advantage on all Constitution checks. You deal an extra 1d4 fire damage with every successful hit you land on a creature. As a reaction, you can increase this damage to 1d8 per successful hit until the start of your next turn. Once you use this ability, you must complete a long rest before using it again.

Purity. While wearing this robe, you gain advantage on all Wisdom (Insight) ability checks. Additionally, as a reaction, you can gain advantage on saving throws against any effects that would make you frightened or charmed as well as against all enchantment spells. Once you use this ability, you must complete a long rest before using it again.

Void. While wearing this robe, you gain advantage on all Charisma (Intimidation) ability checks. Additionally, you can use a reaction when successfully attacking a creature in order to deal an additional 2d6 necrotic damage to it and force it to make a Constitution saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus or be poisoned. At the end of each of the creature’s turns, it can make a new saving throw to try to end the poisoned effect. Once you use this ability, you must complete a long rest before using it again.

Water. While wearing this robe, you gain advantage on all Intelligence (Arcana) ability checks. As an action, you can regain a number of hit points equal to 3d8 + your Intelligence modifier.

Once you use this ability, you must complete a long rest before using it again.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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