Dungeon Master's Guide 5e

(Joyce) #1
Rose oF Eves

Rose o F STARS

194


CHAPTER 7 I TREASURE

The eyes on the robe can't be closed or averted.
Although you can close or avert your own eyes, you are
never considered to be doing so while wearing this robe
A light spell cast on the robe or a daylight spell cast
within 5 feet of the robe causes you to be blinded for 1
minute. At the end of each of your turns, you can make _
Constitution saving throw (DC 11 for light or DC 15 for
daylight), ending the blindness on a success.

ROBE OF SCINTILLATING COLORS
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended
charges daily at dawn. While you wear it, you can use
an action and expend 1 charge to cause the garment
to display a shifting pattern of dazzling hues until
the end of your next turn. During this time, the robe
sheds bright light in a 30 -foot radius and dim light for
an additional 30 feet. Creatures that can see you have
disadvantage on attack rolls against you. In addition,
any creature in the bright light that can see you when
the robe's power is activated must succeed on a DC
15 Wisdom saving throw or become stunned until the
effect ends.

ROBE OF STARS
Wondrous item, very rare (requires attunement)
This black or dark blue robe is embroidered with smal!
white or silver stars. You gain a +1 bonus to saving
throws while you wear it.
Six stars, located on the robe's upper front portion,
are particularly large. While wearing this robe, you caL
use an action to pull off one of the stars and use it to
cast magic missile as a 5th-level spell. Daily at dusk, la:
removed stars reappear on the robe.
While you wear the robe, you can use an action to
enter the Astral Plane along with everything you are
wearing and carrying. You remain there until you
use an action to return to the plane you were on. You
reappear in the last space you occupied, or if that space
is occupied, the nearest unoccupied space.

ROBE OF THE ARCHMAGI
Wondrous item, legendary (requires attunement by a
sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of
white, gray, or black and adorned with silvery runes.
The robe's color corresponds to the alignment for whi -
the item was created. A white robe was made for good.
gray for neutral, and black for evil. You can't attune to
a robe of the archmagi that doesn't correspond to your
alignment.
You gain these benefits while wearing the robe:


  • If you aren't wearing armor, your base Armor Class is
    15 +your Dexterity modifier.
    You have advantage on saving throws against spell
    and other magical effects.
    Your spell save DC and spell attack bonus each
    increase by 2.

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