Harper the Cloak

Wonderous Item, very rare (requires attunement)
  This dark blue cloak is lined with silver trimmings. The cloak features a silver clasp engraved with a symbol of the crescent moon Selûne and a lyre harp.
  Harper's Warning. This magic cloak warns you of danger. While you are wearing the cloak, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than non-magical sleep. The cloak magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
  Harper's Tactics. While you are wearing the cloak you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
  Harper's Many Fashions. While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
  Harper's Holdings. This magical cloak also has a pouch that can be magically moved to appear anywhere on or inside the cloak. Inside the pouch is an extradimensional space that can hold up to 350 pounds, not exceeding a volume of 45 cubic feet. The openings of the pouch can be magically stretched to a diameter up to 2 feet. The cloak always weighs 5 pounds, regardless of its contents.
  Placing an object in the cloak follows the normal rules for interacting with objects. Retrieving an item from the cloak requires you to use a bonus action. When you reach into the cloak for a specific item, the item is always magically in reach.
  The pouch has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the pouch ruptures and is destroyed. If the pouch is destroyed, its contents are lost forever, although any artifacts always turn up again somewhere. If the pouch is turned inside out, its contents spill forth, unharmed, and the cloak must be put right before it can be used again. If a breathing creature is placed within the pouch, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
  Placing the cloak inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
  Sentience. Harper is a sentient chaotic good cloak with a Strength score of 1 (-5), a Dexterity score of 18 (+4), an Intelligence score of 16 (+3), a Wisdom score of 10 , and a Charisma score of 18 (+4). It has hearing and darkvision out to a range of 120 feet. When not being worn, Harper can fly at an equivalent walking speed of 30 feet.
  Harper cannot speak, but it can read, and understand Common and can communicate through recognizable gestures (i.e. shaking or nodding its hood, pointing with its collar leaves, shrugging its shoulders, or generally gesticulating with the corners of its cape) and through the generation of pictograms, patterns, shapes, and colors over its body. While you are attuned to it, Harper also understands every language you know.
  Harper can also use the help action outside of combat if its wearer has not already, and can retrieve and eject the contents of its own pouch. Harper cannot attack or activate magic items.
  Harper's purpose is to work against villainy, protect the right of all beings to live without fear, and to enforce a just rule of law that aids peace and fosters freedom. Once it has bonded to an owner that shares its ideals, its loyalty is absolute.
  Harper's flaw comes in the form of its mischievous nature. It enjoys playing pranks on its companions and making use of visual gags. It has also developed an acute kleptomania. In fact, the cloak already has quite a collection of items it has hidden within its own pouch.
Item type
Clothing / Accessory