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Tuesday Magic Item – Shadowstealer

4 October, 2022

Dark cloak for a dark soulGollaon moved quickly aside, almost skipping away as the black-dressed mage swept by.

Voddick watched them go.  “What was that is aid of?” he asked once the wizard was out of earshot.

“Did you see?  No shadow,” said Gollaon.

“That is not good.”

“Not good at all.”

Shadowstealer

These cloaks, if there are indeed more than one, are of a dark cloth that often seems black but occasionally other dark colors can be seen within.  It never seems to wear or stain, always dark, always complete.

The cloak has a price, it consumes the wearer’s shadow, some may think that is an advantage, but that is a mistake.  The wearer gains a +5 competence bonus to hide in (other) shadows or darkness as the cloak melds into the darkness.

But its other power of the cloak hinges on it gaining access to the shadows of others.

If it touches another person’s shadow, they must make a Will save (DC 18) or the wearer gains insight into one of their dark secrets.  This gives them a +5 bonus to Charisma-based checks where the dark secret may be used to pressure them.

If it has five minutes with a shadow, it can attempt to consume that person’s shadow, it can be resisted with a Fortitude or Will save, victim’s choice, DC19.  As long as the person’s shadow is trapped, they suffer a -5 curse penalty on opposed social tests with the wearer and a -2 curse penalty to saves to resist any effects generated by the cloak’s wearer.  The wearer can free a shadow whenever they wish and it immediately returns to its owner regardless of distance (the wearer’s death also frees all trapped shadows apart from their own).

The wearer may only trap a number of shadows equal to the wearer’s [level divided by four, minimum one] plus their Charisma modifier (if positive).  If someone dies with their shadow still trapped, including the wearer, the shadow becomes an unbound spirit, always a hostile one, but unable to attack the wearer of the cloak.

As a last resort, the wearer can escape through the cloak, leaving it (and their shadow) behind as they escape into the Shadowed Realm (as the Shadow Walk spell).

The wearer, even if they later lose the cloak, remains bereft of their shadow unless some powerful magic is used to free it.  There is no limit to the number of shadows belonging to former owners that the cloak may contain.

Aura moderate illusion and necrourgy; CL 13th
Slot cloak; Price 55,000; Weight 1/2 lb
Construction Requirements
Craft Wondrous Items, detect thoughts, energy drain, shadow walk; Cost 27,500

For D&D 5E:

Wondrous item (cloak), rare (requires attunement)

First and last paragraph as above.

The cloak has a price, it consumes the wearer’s shadow, some may think that is an advantage, but that is a mistake.  The wearer gains a +5 competence bonus to hide in (other) shadows or darkness as the cloak melds into the darkness.

But its other power of the cloak hinges on it gaining access to the shadows of others.

If it touches another person’s shadow, they must make a Charisma save (DC 15) or the wearer gains insight into one of their dark secrets.  This gives the wearer advantage to Charisma-based tests where the dark secret may be used to pressure them.

If it has five minutes with a shadow, it can attempt to consume that person’s shadow, it can be resisted with a Constitution or Charisma saving throw, victim’s choice, DC18.  As long as the person’s shadow is trapped, they suffer a disadvantage on opposed social tests with the wearer and a -1d4 penalty to saving throws to resist any effects generated by the cloak’s wearer.  The wearer can free a shadow whenever they wish and it immediately returns to its owner regardless of distance (the wearer’s death also frees all trapped shadows apart from their own).

The wearer may only trap a number of shadows equal to the wearer’s proficiency bonus plus their Charisma modifier (if positive).  If someone dies with their shadow still trapped, including the wearer, the shadow becomes an unbound spirit, always a hostile one, but unable to attack the wearer of the cloak.

As a last resort, the wearer can escape through the cloak, leaving it (and their shadow) behind as they escape into the Shadowed Realm (as the Plane Shift spell except it only lasts for 1d6+7 hours during which time the former wearer is protected from the conditions of the plane and can travel rapidly, ~500 miles per hour, but when the effect ends they are dropped back into the real world location closest to where they were in the Shadowed Realm, best find safe ground).

Notes: Not directly a monster but it creates dangerous unbound spirits which is quite horrible enough.  Things that manipulate people’s shadows is an underused magic I think.

Image found on the internet from a search with the tag public domain, unable to source, so if you know, please let me know so I can give credit where credit is due.

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