Robes of the Fallen (5e Equipment)
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Wondrous Item, artifact (requires attunement by an evil aligned cleric, sorcerer or wizard)
These robes are stained with blood and reek of death. They are only worn by the most despicable and heinous creatures imaginable. They are grant the wearer great powers over death and even the ability to cause a quick and fiery end by the hands of an unquestionable beast of power. The robes gives the decadent soul that wears them nigh immortality, acting as a phylactery, a most perverted device used to further the life of one who should have long been dead. Fear the one who wears this bloodstained robe for they are not one that you will soon forget.
Magic Item. The Robes of the Fallen is a magic item that functions as a cape of the mountebank, cloak of displacement, cloak of invisibility, hat of disguise, ring of mind shielding, and robe of the archmagi.
Rejuvenation. While attuned to the Robes of the Fallen, it acts as a phylactery. If you are destroyed, you gain a new body in 1d10 days, regaining all your hit points and become active again. Your new body appears wearing these robes. If a creature attempt to attune to these robes while your body is rejuvenating, their soul can be absorbed into the robes to sustain you. The target must make a successful Charisma saving throw against your spell DC. On a failed save, they are absorbed into the robes and have 24 hours to be freed or nothing short of divine intervention can bring them back to life. On a successful save, they cannot regain hit points by magical means for 1d10 days.
Ancient Dark Power. While wearing and being attuned to the Robes of the Fallen you gain the following benefits:
Fiery Servant. While wearing and being attuned to the Robes of the Fallen you can use an action to summon a Balor and 2 Quasits. The summoned Balor obeys your commands and is constant telepathic contact with you while you are in range. The 2 Quasits are summoned invisible and act as scouts. Once you use this feature, it cannot be used again until the next dawn.
Permanent Spells. While wearing and being attuned to the Robes of the Fallen, the following spells are always in effect unless you choose them not to be: comprehend languages, detect magic, unseen servant, levitate, spider climb, and bestow curse.
Curse If this cloak were ever worn by a non-evil creature, the cloak would slowly corrupt them taking their soul and forcing them to become a lich. The process would begin to show after 13 days of first wearing the robes. Even if the robes are removed and never put on again, the process will continue. After the first 13 days have passed the skin on their body would grow pale and weak so much so that it can be noticed by anyone who is looking. Their skin will continue to discolor and on the 17th day their skin will begin to fall off of their body. On the 21st day, all of their skin will no longer be on their body. This process can only begin to reverse if the robes are destroyed before 30 days have passed after first putting on the robes, afterwards only divine intervention can undo this curse. On the 30th day, if the curse has not been broken, the target becomes a lich and all that it entails. A possession of choice on their person becomes their phylactery and it is up to DM discretion if they are allowed to continue playing their character. If spells such as break enchantment, limited wish, miracle, remove curse, or wish are used to try and halt the process, it would instead cause a catastrophic change and an unparalled storm of arcane chaos that burns flesh and necrotizes souls surrounds the caster causing the being to be reshaped by darkness. If this occurs, the being would gain the Undead Type and Augmented Subtype, Lich Template, Demilich Template, and Half-Shadow Template. The being would also gain long-term and indefinite madness.