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Cloak of Fenrir

Created by the magic from the overwhelming magic surge upon the death of the Fenrir, The Cloak of Fenrir embodies the rage of the titanic monstrosity. It foreshadows the coming of the death of Odin.   This cloak is made from the fur of Fenrir himself. the fur is a dark grayish color with a wolf head hood. The Wolf head hood consists of, the upper mouth with fangs hanging down, wolf ears, and wolf eyes of a reddish/orange color. the cloak drapes down almost to the wearers feet.   The Cloak of Fenrir is a magical relic item obtained from slaying the Fenrir.   Cloak of Fenrir   Keen Hearing and Smell: gain has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Battle Frenzy: When you are at or below one-quarter of your maximum hit points, you can make one additional attack on your turn. When you does so, you gains a +5 bonus to damage rolls, but also gains a -5 penalty to attack rolls.   Hunter's Instinct: gain +5 to Dexterity (Stealth Rolls).  
  • Cloak
  • Legendary Artifact
  • Attunement by a creature with 18 or higher Strength or Dexterity.
  • 5 lbs

Mechanics & Inner Workings

Attunement   Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.   Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.   An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.   A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Item type
Unique Artifact
Rarity
Legendary
Weight
5 lbs
Base Price
50,000 gp

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