Shrapp Hamnier
Explorer
Magic items - The Mage’s Apprentice Cloak and the Master Mage's Cloak
I'm planning on giving these to an NPCs which the party needs to defeat, then they can claim the cloaks for themselves. Thoughts? Balance corrections?
(Revised versions)
The Master Mage's Cloak
Wondrous Item, rare (requires attunement)
While this item is attuned, you may spend 8 hours of meditation and study to imbue it with a cantrip that yo know. After this is done, you can activate the cloak as a free action at the start of your turn, as long as you can take actions. When you activate the cloak, choose one (and only one) of the following alternatives:
1 charge: If you cast the cantrip with which the cloak is imbued, you have advantage on attack rolls and your opponents have disadvantage on their saves. This benefit lasts until the end of your turn.
3 charges: You can immediately cast the imbued cantrip without requiring any type of action. It is cast using your level, but you cannot apply the benefits of any feats, class features, or other special abilities to the spell. You do not need to supply verbal or somatic components for the spell, but you must have any required material components or spell-casting focus on your person.
7 charges: If you cast the imbued cantrip, you can treat any of your attack rolls as natural 20s, and any of your opponents' saves as natural ones. This benefit lasts until the end of your turn.
The cloak has 10 charges and regains 2d4+2 charges each morning up to its max.
The Mage’s Apprentice Cloak
Wondrous Item, uncommon (requires attunement)
While this item is attuned, you may spend 8 hours of meditation and study to imbue it with a cantrip that you know which does not do damage. After this is done, you can activate the cloak as a free action at the start of your turn, as long as you can take actions. When you activate the cloak, choose one (and only one) of the following alternatives:
1 charge: Either you have advantage or your target has disadvantage on all rolls for that cantrip on your turn.
2 charges: The cloak may use the cantrip on a target you choose. The cloak uses your spell level, but it does not gain any benefits from your abilities or feats.
The cloak has 10 charges and regains 2d4+2 charges each morning up to its max.
I'm planning on giving these to an NPCs which the party needs to defeat, then they can claim the cloaks for themselves. Thoughts? Balance corrections?
(Revised versions)
The Master Mage's Cloak
Wondrous Item, rare (requires attunement)
While this item is attuned, you may spend 8 hours of meditation and study to imbue it with a cantrip that yo know. After this is done, you can activate the cloak as a free action at the start of your turn, as long as you can take actions. When you activate the cloak, choose one (and only one) of the following alternatives:
1 charge: If you cast the cantrip with which the cloak is imbued, you have advantage on attack rolls and your opponents have disadvantage on their saves. This benefit lasts until the end of your turn.
3 charges: You can immediately cast the imbued cantrip without requiring any type of action. It is cast using your level, but you cannot apply the benefits of any feats, class features, or other special abilities to the spell. You do not need to supply verbal or somatic components for the spell, but you must have any required material components or spell-casting focus on your person.
7 charges: If you cast the imbued cantrip, you can treat any of your attack rolls as natural 20s, and any of your opponents' saves as natural ones. This benefit lasts until the end of your turn.
The cloak has 10 charges and regains 2d4+2 charges each morning up to its max.
The Mage’s Apprentice Cloak
Wondrous Item, uncommon (requires attunement)
While this item is attuned, you may spend 8 hours of meditation and study to imbue it with a cantrip that you know which does not do damage. After this is done, you can activate the cloak as a free action at the start of your turn, as long as you can take actions. When you activate the cloak, choose one (and only one) of the following alternatives:
1 charge: Either you have advantage or your target has disadvantage on all rolls for that cantrip on your turn.
2 charges: The cloak may use the cantrip on a target you choose. The cloak uses your spell level, but it does not gain any benefits from your abilities or feats.
The cloak has 10 charges and regains 2d4+2 charges each morning up to its max.
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