Cloak of the Ripper (5e Equipment)
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Wondrous Item, legendary (requires attunement by chaotic or evil character)
|Jack Frost, and the 'Devil Thread', an example of how the Cloak of the Ripper works|
"It is said any craftsman puts his heart and soul, blood and tears into a masterpiece, and if that is the case, whoever tailored this cursed cloak bore a deep hatred towards the living, or simply enjoyed cutting things to pieces, as it screams in an unending lust for blood."
This jet-black cloak appears to freely change it's appearance to suit the wearer, and at first glance it's almost as if it irradiates death. To receive this cloak, is to accept that in the near future, death may come to you, and you must welcome it with open arms. The wearer is not capable of removing this cloak by natural means, only after death. The origins of this cloak are unknown, and all surrounding that is nothing but rumors. When introducing this cloak to your campaign, keep in mind it can come to exist in nearly every way.
Curse of the Mind. While wearing the cloak, at dusk, one must make a DC 13 Wisdom saving throw or be unable to control their character's blood lust. The effect lasts until the next dusk or until the character is knocked unconscious. During this time, the DM controls the player's character, whose sole goal is to kill things.
Curse of the Body. At dusk, you must make a DC 15 Constitution saving throw, and on a failure, your hands twist and warp, taking the form of long finger blades, rendering you incapable of holding anything. Your hands are then treated as claws, and for that do 1d8 slashing damage. The only way to reverse this is through the use of a greater restoration spell or similar magic.
Reaper's Ripper. If you have no tendrils when you roll initiative, you start with a tendril-like blade that slithers from your cloak and moves about in a 10-foot radius around you, and only attacks things in range on your turn. For each enemy creature with a CR higher than 0 killed by the blades thereafter, a bonus action can be used to create a new one. Each created blade raises the next Wisdom saving throw from Curse of the Mind by 1, and you can only create a maximum number of blades equal to your level. The blades cannot be broken or attacked, and they dissipate at dusk.
- Extending your radius of action counts as movement, and doing so increases your radius by 5-feet.
- Each blade by itself does 1d10 slashing or piercing damage, it is up to the user, and each count as a separate attack.
- Moving the blades effectively means having flexible movement, and thus, your Dexterity modifier is added to attack rolls. If you posess proficiency with simple melee weapons, your proficiency bonus may also be added.
Skewer. As a bonus action, you may dismiss a minimum of five tendril-like blades, and create a single spear-like tendril that pierces through anything in a 30-feet line, dealing 4d10 piercing damage to all enemy creatures in the line. Creatures pierced by this have their movement speed reduced to 0 until the start of your next turn or until they succeed a DC 14 Strength saving throw at the start of their turn. When the spear disappears at the start of your next turn and you return to having a single tendril blade, you gain one level of exhaustion and your next Wisdom saving throw from Curse of the Mind increases by 1. Until 1d12 hours have passed, you may not use this effect again.
Natural Armor. While wearing this cloak and no armor, you may treat it as natural armor, making your AC 10 + Constitution modifer.
Unyielding Curse. As a bonus action, you may spend a hit die to regain hit points, similar to when you would regain hit points during a short rest. Each time you use this effect, it raises the next Wisdom saving throw from Curse of the Mind by 1.