The Shaed of Shadows (5e Equipment)
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Armor (cloak), artifact (requires attunement)
The origins of the shaed are unknown, but suffice to say it is old and strange. The most brilliant minds in the empire have failed to completely unlock the secrets of its craftsmanship or purpose. It moves and flows at the merest thought and seems to quiet and be soothed in the presence of darkness. Fear the one who wears this bloodstained robe for they are not one you will soon forget.
The cloak itself is inky black. From a distance one would think it's a high quality fabric of rich origin, but closer inspection reveals it is unnaturally dark. It also projects constant shadows upon the wearers face, as well as it appears that the cloak melds into the shadows when worn. Attunement requires a night spent away from all light, out in the open. This is no easy task near cities or farms or during nights with a moon.
Once attuned, the cloak grants the wearer advantage on Stealth checks and Intimidation checks. Additionally you can, as a bonus action, grab the hem and drawn it around yourself, and gain resistance to slashing and bludgeoning (non-magical) damage.
Magic Item The Shaed of Shadows 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.
Enveloping Dusk. While attuned to the Shaed of Shadows, you gain the ability to subtly control the shadows around you. You can, as a bonus action, lower the level of ambient lighting in a 60-foot radius centered on you. Areas of bright light are reduced to dim light, and areas of dim light are reduced to darkness. The lighting remains this way until the end of your next turn. This lighting is considered natural, and can be seen through as normal by creatures with darkvision. You cannot use this ability if you are in an area of direct sunlight or a spell that creates equivalent light (such as the daylight spell). You may also use the hide action as a bonus action on your turn.
Rejuvenation. While attuned to the Shaed of Shadows, 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 attuned to the Shaed of Shadows, you gain the following benefits:
Shadow Sorcery. While attuned to the Shaed of Shadows, you flow with dark energy allowing you to cast the following spells at will: chill touch, darkness, death knell, eclipse, speak with dead, spectral hand, and vampiric touch. Also, the wearer may cast black tentacles, deeper darkness, shadow conjuration, shadow evocation, shadow walk, and unholy blight once per day.
Shady Servant. While attuned to the Shaed of Shadows, you can use an action to summon a shadow demon. The summoned shadow demon obeys your commands and is in constant telepathic contact with you while you are in range. Once you use this feature, it cannot be used again until the next dawn.
Permanent Spells. While attuned to the Shaed of Shadows, the following spells are always in effect unless you choose them not to be: arcane sight, armor of darkness, darkvision, death ward, deathwatch, displacement, pass without trace, and undetectable alignment.
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.