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  1. Notes

Wizards' Wardrobe

ARCANE APPAREL

Magical items are an essential part of any adventurer's toolbelt, and magical clothing has always been a staple of the shelves of every magic shop. Cloaks of Elvenkind Slippers of Spider Climbing, almost every party holds at least one such staple of the adventuring craft. For the fashion cognoscenti of the magical community, however, such mass-produced trifles

are gauche, unimaginative, so last season.

Occult couture is the art of creating personalised masterpieces of fashion, as individual and unique as the mage who wears them.

Just as the more stylish fighters and very occasional barbarian or ranger will visit the mundane tailor, seamstress and milliner as much as the blacksmith or leatherworker, the discerning magic-user is wise to peruse the shelves of those garment-workers who add a little magic to their creations.

Such arcane fashionistas are known as Occulturiers.

WARDEDROBES

The premier choice among mages of all types, the robe is not only a classic, but pleasantly ventilated While mundane robes can be picked up from any flea market for a handful of copper pieces, a true Robe is a wonder to behold and contains no small amount of magic in and of itself.

Using rare, precious, magical materials, an Occulturier can create such a garment for a (usually substantial) price.

Although a single wizard with money to burn might possess a whole rack of custom robes, each individual Robe will only function fully for the mage for whom it was tailored

In addition to the magical effects of Robes as detailed below, Occulturiers frequently incorporate minor cosmetic effects into the robe at the behest of the mage commissioning it - after ali a sorcerer whose whole body is wreathed in white flame is rather more impressive than one who tastelessly incinerates their foes with no sense of showmanship, and what self-respecting necromancer would turn down a robe that whispers doom-laden prognostications at those around them?

0FFTHERACK

If one simply must, one can of course forgo the experience of owning a custom Robe and in the grand and tasteless tradition of adventurers throughout history, buy pret-a-porter. This supplement lists a number of the choicest pieces of magical apparel that one can find outside of bespoke tailoring, from the curious, to the esoteric, to the bizarre.

OCCULT COUTURE IN YOUR GAME

This supplement is designed to be fully setting agnostic, and it is entirely up to the individual OM how much of this to allow your players access to. Below are described rules for creating bespoke magical Robes, a series of off-the-rack magic items, and several example occulturiers for your players to interact with.

You may wish to give your players access to only one occulturier, who asks a steep price for their work, or they may be caught at the centre of a vicious bidding war for their representation in a cutthroat urban fashion district.

Especially when it comes to the creation of a greater Robe, it is the author's intention that this should be no easy task, and may require rare materials, plants or creature parts to be obtained by the characters in addition to any required payment.

When it comes to determining a price for any of the magic items or services described below, you should do so according to what makes sense for your setting and game - the base magic item price rules on page l 3 5 of the Dungeon Master's Guide can serve as a guideline, but may not be appropriate for your world's economy.

COMMISSIONING A ROBE

he purchasing of a Robe is one of the great joys of a young mage's journey. To do away with the mud-spattered hessian or charred wool of mundanity and step into the extravagance emblematic of every archmage is a magical metamorphosis in its own right.

The creation of a Robe is an involved process requiring lengthy effort by a trained Occulturier. First, a special needle unique to the future owner is prepared, the creation of which involves a small amount of the mage's blood (or other vital essence).

Next, the mage must choose the materials of which the Robe is to be made. Occulturiers will stock the majority of the more common magical cloths, known as incantextiles. However, rarer and more powerful cloths come at a premium, or may even require the mage to obtain directly from whatever clothier weaves them.

All Robes possess certain magical qualities independent of any features unique to their material or construction; they repel mundane stains and are resistant to damage from non­ magical sources. Any small rips and tears that do occur mend themselves gradually over the course of a long rest, but more extensive damages may require magical intervention. The specific powers of an individual Robe, however, differ depending on the cloths from which they are sewn. To access any of the magical abilities of a Robe, the mage have at least one level in Bard, Cleric, Druid, Sorcerer, Warlock or Wizard

Multiple cloths can be incorporated into a single Robe. At the point of creation, the mage chooses a single incantextile to serve as the main body of the Robe. This material dictates the major power of the Robe, which requires attunement to access. The mage can then choose up to two other cloths to line and trim the Robe, each of which grants a separate minor power. However a robe can grant only one major power.

EXAMPLE

Headmaster Algernon wishes to commission a new Robe for the commencement of the new academic year. He selects Twelvet for the main body of the robe, and Solar Flannel and Sfelt for the lining and trim respectively.

While wearing his new robe, he gains the minor benefits of all three materials, and if he chooses to attune to the Robe, he also gains the major benefit of a Twelvet Robe.

Alternatively, he could choose to have a Robe made entirely of Solar Flannel, in which case he would gain all three benefits from the Solar Flannel entry, or a Robe lined and trimmed with Mossamer, but made principally of Chorduroy, in which case he would gain both of the minor benefits of Mossamer, and if attuned, the major benefit of Chorduroy.

INCANTEXTILES

Below are listed some of the incantextiles to the budding fashionista.

AsSATIN

A fine, glossy fabric made ofthe silk ofonly the deadliest predatory spiders. An understated, subtle fabric, it appears to wick away the very attention of an onlooker.

While wearing a garment lined with this material, you gain the following benefits:

  • You have advantage on Dexterity (Stealth) checks made to blend into

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • You instinctively know the road layout of all streets within 500ft of any structure you have climbed the exterior

While attuned to a garment made principally of this materiaL you gain the following benefit:

  • As an action, you can speak the name of one creature you have sworn to kill For 10 minutes, that creature has disadvantage on Dexterity (Stealth) checks made to hide from you, and does not benefit from invisibility against you, as it is outlined in a golden aura, perceptible only by Once this property has been used, it cannot be used again until the next midnight.

CHORDUROY

A richly textured fabric woven from both delicate fibers and the choicest musical notes. A natural choice for the both the bardic robe wearer and any mage with a flair for the

dramatic.

While wearing a garment lined with this material, you gain the following benefits:

  • You have advantage on Charisma (Performance) checks made to play an instrument or

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • As a bonus action, you can cause dramatic ethereal music to underscore your words or actions. This music lasts until the beginning of your next

While attuned to a garment made principally of this materiaL you gain the following benefit:

  • You gain proficiency with all musical instruments, and add twice your proficiency bonus to Charisma (Performance) checks made to play an instrument or

CHRIFFON

A diaphanous, gauzy fabric, with loose fibres that have the texture of feathers when rubbed in one direction, and luxurious fur in the other.

While wearing a garment lined with this material you gain the following benefits:

  • You have advantage on Wisdom (Perception) checks made to determine the location of potential sources of food

While wearing a garment trimmed with this material you gain the following benefit:

  • You can uncannily mimic either an eagle's shriek or a lion's roar, which is audible up to 300ft

While attuned to a garment made principally of this material you gain the following benefit:

  • You gain a flying speed equal to half your walking speed, and can

CLO'ITON

A breathable, light fabric, imbued with healing energy, and pleasantly cool against the skin. It pulses unsettlingly when touching exposed living flesh.

While wearing a garment lined with this material you gain the following benefits:

  • Your death saving throws now succeed on a roll of 9 or

While wearing a garment trimmed with this material you gain the following benefit:

  • You can use your action to touch one creature that has 0 hit points and is That creature becomes stable.

While attuned to a garment made principally of this material you gain the following benefit:

  • When you start your turn with 0 hit points, you automatically stabilise if you are

EPITAFFETA

A crisp, light fabric, obtained from repurposed burial shrouds. It is cold to the touch, and unsettles non-magical animals that come near it.

While wearing a garment lined with this material you gain the following benefits:

  • You have advantage on Intelligence (History) and Intelligence (Religion) checks made to recall information about Undead

While wearing a garment trimmed with this material you gain the following benefit:

  • If you are targeted by a Divination spells such as Detect Evil and Good, and similar effects such as a paladin's Divine Sense, that you are aware of, you can choose to appear as either Undead (if you are not Undead). or as another creature type (if you are Undead). Creatures who suspect that this information is false can make a Wisdom (Insight) roll contested by your Charisma (Deception) roll

While attuned to a garment made principally of this material you gain the following benefit:

  • You can cast either Feign Death or Speak With Dead without expending a spell slot. Once you use either property, neither can be used until the next

FAUSTIAN

A heavy twilled cloth that is wann to the touch, and has a faint scent of brimstone. A favourite cloth of designers who create bespoke suits for infernal legislators.

While wearing a garment lined with this material you gain the following benefits:

  • You have advantage on Intelligence (History). Intelligence (Arcana) and Intelligence (Religion) checks made to understand written

While wearing a garment trimmed with this material you gain the following benefit:

  • As an action, you can ignite one mundane object that you are touching that is not being worn or carried

While attuned to a garment made principally of this material you gain the following benefit:

  • You can summon a small fiend to do your As an action, you can call to your infernal attendant, who appears in an unoccupied space within 1Oft of you. The

attendant uses the stats of an Imp (Monster Manual Pg.

76). The imp will undertake one task for you lasting no longer than 10 minutes, such as fighting a nearby enemy, retrieving an out of reach object or carrying a message. At the end of the 10 minutes, the attendant vanishes back to Hell Once this property has been used, it cannot be used again until the next midnight. If the imp is killed during the course of its task, this property cannot be used for 7 days.

A showy; reflective fabric that draws the eye; it appears to shimmer and shift even when completely still Glamask is created by spinning in threads of ice spider web into high quality silk.

While wearing a garment lined with this materiaL you gain the following benefits:

  • You have advantage on Charisma (Performance) checks that involve dance and movement, and to distract an

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • As an action, you can change the apparent style of the Robe, as well as the colour and lustre of the Robe's material

While wearing a garment made principally of this materiaL you gain the following benefit:

  • While conversing with a non-hostile creature, you can focus their attention on you as a bonus While you do so, that creature has disadvantage on all Intelligence (Investigation) and Wisdom (Perception) checks against any creature other than you. You can continue this effect on subsequent turns by using your bonus action as if concentrating on a spell

MOSSAMER

A light natural fibre that seems to hold moisture without ever getting any heavier, mossamer is spun together from fronds of hanging moss gathered from druidic groves.

While wearing a garment lined with this materiaL you gain the following benefits:

  • You have advantage on Wisdom (Animal Handling) checks made to pacify or calm wild

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • You can use an action to touch a fruit-bearing plant and cause produce to blossom This property creates enough food to feed a single person for a day.

While wearing a garment made principally of this materiaL you gain the following benefit:

  • You can cast either Plant Growth or Speak With Plants without expending a spell slot. Once you use either property, neither can be used until the next

PERSUEDE

A warm and fuzzy fabric that creates a warm and fuzzy feeling in those around the wearer. Persuede is made from leather hides purchased from only the most jovial and amicable alpine cowherds.

While wearing a garment lined with this materiaL you gain the following benefits:

  • You have advantage on Charisma (Persuasion) checks against creatures that are friendly or neutraL but not hostile, to you made to elicit information, gossip, or small

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • By spending one hour in a populated area, you can rally a small crowd of 2d6 bored Commoners with nothing better to do to support whatever cause you These people will vocally support you, (chanting, holding up small hand-painted signs etc.} provided that doing so does not put them in danger, but flee immediately if you have shown yourself to be a danger to them, and will not fight for you.

While attuned to a garment made principally of this materiaL you gain the following benefit:

  • Once per day, you can cast Suggestion without expending a spell slot, (Save DC 15}

SFELT

A soft, but compact and heavy material made from fibres that have been soaked, flattened and specially treated to remove one of their spatial dimensions.

While wearing a garment lined with this materiaL you gain the following benefits:

  • You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to navigate tight

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • You can cause the robe to subtly change shape, making you look to up to 50% thinner to a casual observer, (no action required}

While attuned to a garment made principally of this materiaL you gain the following benefit:

  • As an action, you can cause your body, and any non-living clothing or equipment you are carrying to flatten down to one inch in thickness. This change lasts for one minute, and does not change your If you are occupying a space that your normal form cannot occupy when this effect ends, you are ejected to the nearest suitable space. Once used, this property cannot be used again until the next dawn.

SOLAR FLANNEL

A soft, comfortable woollen fabric woven from the fleece of the Elysian Sunsheep. Warm and cosy, a Robe sewn from Solar Flannel sustains and safeguards the body of the wearer through inclement conditions.

While wearing a garment lined with this materiaL you gain the following benefits:

  • You have advantage on Constitution saving throws made to resist cold environmental

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • You only need to consume one-tenth of the amount of food you would normally need to This property ceases to function if you spend 24 hours without standing in direct daylight.

While attuned to a garment made principally of this materiaL you gain the following benefit:

  • While standing in direct sunlight, you can use an action to regain one expended spell slot. If the expended spell slot is 4th level or higher, the new slot is of 3rd level Once this property is used, it cannot be used again until the next

TwELVET

A luxurious duodecuple-thickness velvet, hand-woven by a team of twelve twelve-fingered monks on a single loom, because trying to do it on twelve different looms would be impractical

While wearing a garment lined with this materiaL you gain the following benefits:

  • You always know how many hours remain until the next midnight and

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • You can discern distances of less than 1ft with uncanny accuracy, down to the nearest I/12th of an

While attuned to a garment made principally of this materiaL you gain the following benefit:

  • Your base AC becomes 12 + your Dexterity

UNDERTWEED

A coarse fabric woven from the fleeces of the woolier of those creatures that lurk in the dark places beneath the earth. It is slightly shiny, and slippery to the touch despite its rough texture.

While wearing a garment lined with this materiaL you gain the following benefits:

  • You have advantage on Dexterity saving throws made to avoid being restrained by webbing or other similar organic

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • You are unaffected by sleep-causing poisons such as Drow

While attuned to a garment made principally of this materiaL you gain the following benefit:

  • You can move up, down and across vertical surfaces, but not across You gain a climb speed equal to half your walking speed

UR-DENIM

A tough, tightly woven fabric, imbued with the wild essence of the frontier. Ur-denim Robes are riveted along the seams to provide extra protection, (and to prevent the raw essence of the fabric escaping)

While wearing a garment lined with this materiaL you gain the following benefits:

  • You have advantage on Wisdom (Animal Handling) checks made to control mounts or beasts of

While wearing a garment trimmed with this materiaL you gain the following benefit:

  • As an bonus action, you can cause a small omen to occur at a point within 30ft of you, (e.g. the sound of a church bell striking high noon, a tumbleweed to roll by, or an ominous gust of wind).

While attuned to a garment made principally of this materiaL you gain the following benefit:

  • When you make a ranged attack rolL you can use your reaction to gain a +7 bonus to the roll You make this choice after you see the ro{L but before the DM says whether the attack hits or

TRIPLE DENIM

A robe whose body, lining and trim are all made of Ur-Denim gains no additional benefit, the wearer just looks rad as hell.

CASUAL WEAR

BELL BO'ITOMS

Wondrous item (apparel) uncommon, requires attunement.

A pair of funky, wide-bottomed denim trousers, with tiny gold and silver bells sewn into the hems. The bells only produce sound when the wearer wills them to do so.

This item has five charges. As an action, you can expend one or more charges and shake the bells attached to the hems of the Bell-bottoms to create one of the following effects:

Tiny Tinkle (1 charge) You cast Alarm without expending a spell slot.

Robust Ring (2 charges) You cast Shatter, (Save DC 14). without expending a spell slot.

Knockback Knell (3 charges) You cast Thunderwave at 3rd level centred on yourself, without expending a spell slot, (Save DC 14). When you cast Thunderwave in this way, creatures affected by this spell have disadvantage on the saving throw.

If you are a bard, the Bell Bottoms can act as an arcane focus for your bard spells.

BERRET

Wondrous item (apparel) uncommon.

A bright purple, wool felt beret with a tiny green stalk coming from the centre.

Once per day, you can cast Goodberry without expending a spell slot. The berries sprout from the green stalk at the centre of the hat.

COLDPANTS

Wondrous item (apparel) uncommon.

A pair of extremely tight short shorts made of an icy-blue reflective material Regardless of the external temperature, they always remain a few degrees below normal room temperature.

While wearing the Coldpants, you have resistance to fire and cold damage.

CROP TOP

Wondrous item (apparel) uncommon.

A short sleeveless top that exposes the midriff of the wearer. It is manufactered from closely woven leaves and husks from various corns and grain plants.

While wearing this garment, you ignore difficult terrain caused by vegetation, and take no damage from natural thorns or other plant-based hazards.

Alternatively, you can place this garment onto a scarecrow and cause its natural magic to seep out into the surrounding fields. If you do so, all plants in a half-mile radius centered on the scarecrow become enriched for 1 year. The plants yield twice the normal amount of food when harvested Doing so renders the Crop Top non-magical

FINGERLESS GLOVES

Wondrous item (apparel) common.

A pair of short woollen fingerless gloves, with brass rings where the fingers of the gloves end

While wearing the gloves, you can remove your fingers from the point where the gloves end This is a harmless process, and you can recall all missing fingers by removing the glove.

FLARES

Wondrous item (apparel) rare.

A pair of magnificent high-waisted metallic trousers which taper outwards towards the bottom.

The Flares have the following properties.

  • When a creature would hit you or a friendly creature within 5ft of you with a melee attack, you can use your reaction to have the trousers emit a burst of harsh white light, conferring disadvantage on the attack and potentially causing it to
  • As an action you can perform an acrobatic high kick which sends a shower of silver sparks out from the hem of the trouser leg. These sparks shoot 60ft into the air and explode, and can be seen and heard from up to a mile away in the open This property of the Flares cannot be used inside a structure where you cannot see the open sky above you.

Once each property has been used, it cannot be used again until the next dawn.

YooREPANTS

Wondrous item (apparel) uncommon, requires attunement.

Stretchy, form-fitting trousers, which accentuate the natural curves of the wearer, and add some lumpen, misshapen ones.

Your Strength score becomes 17 while you wear the Yogre Pants, (no Effect on you if your Strength is already 17 or higher without them.) Additionally, you can speak, read and write Giant.

FORMALWEAR

BALLGoWN

Wondrous item (apparel), uncommon.

An exquisite silk and lace affair, the ball gown was orginally commissioned for a noblewoman who was utterly terrified of falling, believing as she did that she had eaten an entire glass piano.

Once per day when you would take falling damage while wearing this item, you can speak its command word as a reaction, causing it to inflate with a buffering spherical cushion of air. You take no falling damage, and for every 30ft fallen, you bounce up to 60ft in a random direction, up to a maximum of 5 times. The cushion recedes when you have come to a complete stop.

Once you have used this power, you cannot use it again

until the last stroke of midnight.

CLUCKSEDO

Wondrous item (apparel), uncommon.

A showy, sequined tuxedo owned by an eccentric sleight of hand magician, who insisted to his dying day that chickens, not doves, were the next big thing in poultry based legerdemain.

This item has five charges. As an action, you can expend a charge by reaching into the sleeves or any of the interior pockets and produce a large live chicken, (use the game statistics of a Hawk, but the chicken's fly speed is 1Oft, and cannot use its fly speed if it used it on its last turn).

The conjured chicken is not friendly to you.

This item regains ld3 expended charges at dawn.

EGGLIGE

Wondrous item (apparel), uncommon.

A pretty, sequined outfit that is the counterpart to the Clucksedo. Worn by that mage's long suffering assistant, it has a fowl magic all of its own.

While wearing this garment, you can use an action to shimmy and cause 3dl2 eggs to fall from the folds of the cloth. Any eggs that break upon impact with a hard surface produce fully hatched live chicks, (use the game statistics of a Hawk, but they do not have a fly speed, have a walking speed of 5ft, and do not deal damage with their Talon attacks).

Once you have used this property, it cannot be used again until you complete a short or long rest.

FLEDERHOSEN

Wondrous item (apparel), rare, (requires attunement)

A pair of traditional knee-length soft leather breeches made from the leather of giant bats.

While attuned to this garment, you have blindsight out to 15ft, and can see in magical darkness provided that you are not deafened Additionally, you have advantage on Dexterity (Stealth) checks in areas of dim light.

INVESTMENTS

Wondrous item (apparel), rare, (requires attunement by a Cleric or Paladin)

A long set of rich white and gold clerical vestments, originally designed by a bespoke ecclesiastical tailor for a cleric of the God of Fortune.

While you are attuned to these vestments, you can use your Charisma in place of your Intelligence when you make a Religion check. Additionally, you can place a tithe inside the sleeves of the cassock at the start of a long rest consisting of up to 25 copper coins. At the end of the long rest, these coins are magically transfigured into silver coins.

When you reach 6th levei the Investments can transfigure silver into gold, and at 14th level gold into platinum.

MESS JACKET

Wondrous item (appard uncommon)

A finely cut black and red tailcoat, which is covered in a random and chaotic pattern of gold frogging.

As an action while wearing this jacket, you can emit a telekinetic blast centred on yourself. Unsecured objects within 15ft that are not being worn or carried are blasted away from you and sent flying. This does not cause damage unless the item is made of a non-magical breakable material such as glass, crystal or porcelain.

Once you have used this property of the jacket, it cannot be used again until the next dawn.

STOP HAT

Wondrous item (apparel), uncommon.

A tall silk top hat with a thin, flexible brass ribbon around the brim, which is etched with faintly glowing runes.

As an action, you can turn the hat around on your head, causing its magic to activate. While the hat is active, you and any gear you are carrying are fixed in place and unaffected by gravity. A creature that can touch you can move you on a successful DC 20 Strength check. The hat's magic fails if you are carrying weight over your carrying capacity, or if you attempt to support the weight of another Small or larger creature in addition to yourself.

OUTERWEAR

CLOAKING DEVICE

Wondrous item, (apparel) rare.

A long, heavy woollen cloak with a long hood When the hood is raised, the wearer's face appears to disappear into darkness.

While you are riding a mount or piloting a Large or smaller vehicle, the mount or vehicle is Invisible as long as you are in control of it and the cloak's hood is raised This invisibility extends to objects the mount or vehicle is carrying, but not to you or any other creatures who are passengers of it.

COAT OF.ARMS

Wondrous item, (apparel) rare.

A fine woollen overcoat emblazoned with the sigil of a noble house, a pair of gauntleted arms. The house words 'Manum Eges? are embroidered underneath.

While wearing the Coat of Arms, you can speak its command word, ("That's handy!") to animate the hands embroidered on to it. While the coat's magic is active, it can assist you in tasks of manual dexterity: you can draw or stow two weapons as part of an attack action when you would normally be able to draw or stow only one. Additionally, you can take the Use an Object Action as a bonus action.

EVERSMOKING JACKET

Wondrous item, (apparel) uncommon.

A sumptuous grey velvet smoking jacket, which smells of brandy and expensive cigars. Wisps of smoke exude from the collar and cuffs.

As an action, you can tum out the pockets of the EversmokingJacket, causing a roiling cloud of second-hand smoke to issue forth, filling a 30ft cube centred on you, which is heavily obscured Each creature other than you in a 30ft radius must make a DC 14 Constitution saving throw or be poisoned until they leave the cloud The cloud lasts until the end of your next tum.

CAGHOULE

Wondrous item, (apparel) rare, (requires attunement)

A slick, waterproof oilskin made from an unidentifiable mottled corpse-grey leather.

While attuned to the Caghoule, you can add a touch of the namesake undead's paralyzing touch to your weapon attacks. When you hit with a melee attack, you can force the target to succeed on a DC 15 Constitution saving throw or be paralysed for 1 minute. The creature can make an additional saving throw at the end of its tum, ending the effect on a success. Undead and elves are immune to this effect.

Curse. The Caghoule is cursed, and attuning to the Caghoule extends the curse to you. While cursed, you are unwilling to part with it, and you gain the following flaw: "There is a stench ofdeath that cloys around me at all times. I have a subtle but powerful hunger for humanoid flesh."

THE FOUR CLASSICAL COATS

A quartet of stylish overcoats imbued with immense elemental energies. Legend has it that the wearer of all four coats will gain untold power, but will find it very difficult to move.

THE BLAZER

Wondrous item (apparel) rare, (requires attunement)

While wearing this garment, you gain the following benefits:

  • You have resistance to fire
  • You can cast Wall of Fire without expending a spell slot (Save DC 15} Once you have done so, you cannot do so again until you finish a long

THE DUSTER

Wondrous item (apparel) rare, (requires attunement)

While wearing this garment, you gain the following benefits:

  • You have resistance to acid
  • You gain a burrow speed equal to half your walking speed This speed allows you to travel through loose earth, but not through natural or worked

THE RAINCOAT

Wondrous item (apparel) rare, (requires attunement)

While wearing this garment, you gain the following benefits:

  • You have resistance to cold
  • You gain a swim speed equal to your walking speed

THE WINDBREAKER

Wondrous item (apparel) rare, (requires attunement)

While wearing this garment, you gain the following benefits:

  • You do not need to
  • You can cast Wind Walk without expending a spell Once you have done so, you cannot do so again until you finish a long rest.

UNDERWEAR

BOOBYTRAP

Wondrous item (apparel) rare.

A gorgeous red silk and lace brassiere, the colours of which seem to shift and play like coruscating flame; the Booby Trap is a tool of the femme fatale and resistance fighter alike.

As an action, you can arm the brassiere by placing it upon the ground and speaking one of two command words:

Kiss, kiss. The brassiere lays in wait for a victim. When a creature touches or disturbs the brassiere, it explodes.

Bang, bang. You mentally imprint the brassiere with a timer, between 6 seconds and 10 minutes. After this period of time elapses, the brassiere explodes.

When the Booby Trap goes off, each creature in a 20ft radius must make a DC 14 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much on a successful save.

Once the Booby Trap explodes, it immediately begins to reconstitute itself on the wearer's body as long as they are on the same plane, but cannot be used again until the next dawn.

BOOTY SHORTS

Wondrous item (apparel) uncommon

A pair of richly embroidered golden shorts, emblazoned on the rear with a winking skull and crossbones.

While wearing the Booty Shorts, you feel an overpowering urge to bury any mundane valuables you possess.

Additionally, as part of a long rest, you can dig for treasure in a nearby patch of loose earth or sand: roll a dl0.

On a roll of 1, you do not gain the benefits of the rest, as your fruitless efforts take a toll on your body. On a roll of 2-9, nothing happens. On a roll of 10, you unearth a small cache of booty - a number of gold pieces equal to 10 times your level

BOXER BRIEFS

Wondrous item (apparel) rare, requires attunement

A pair of comfortable, stretchy undergarments, with tiny dogs embroidered on to them.

While attuned to the briefs, your unarmed strikes deal damage equal to ld4 + your strength modifier.

Additionally, you can use your action to transform into a Mastiff (Monster Manual Pg. 332). Once this property has been used, it cannot be used for seven days.

CAMOSOLE

Wondrous item (apparel) uncommon

A sheer silk garment with thin straps over the shoulder. The camosole is worn only by the sexiest and deadliest and sexiest of Elven Rangers.

While wearing this garment, you are camouflaged in natural environments. While remaining still against a natural surface such as wood, stone or dirt, other creatures have disadvantage on Wisdom (Perception) checks to discern your presence if they rely on sight to do so.

CHAINMAIL BIKINI

Wondrous item (apparel) very rare, requires attunement.

A stylish, strappy swimsuit top made of a close mesh of rings of a super-magnetic alloy, with matching underwear. Equally at home on the heaving bosoms of warriors of any gender identity, the chainmail bikini literally draws the enemy's attacks to the most heavily armoured areas of the wearer's body.

While wearing this garment underneath armour, that armour adds an additional +2 bonus to your AC.

PE'ITYCOAT

Wondrous item (apparel) rare, requires attunement.

An adorable linen petticoat, embroidered with tiny figure­ eight bandit masks around the hem, and a pair of gloved hands on either side.

While attuned to the Pettycoat, you have advantage on Dexterity (Sleight of Hand) checks made to pickpocket or steai and can do so while keeping both hands free, as the hands on the petticoat animate, eager to indulge in a little light larceny. Trying to steal any item worth more than l00gp requires a DC 15 Charisma (Persuasion) check, as the hands are unwilling to commit anything more than petty theft.

SILVER LONGJOHNS

Wondrous item (apparel) uncommon.

A comfortable pair of fleecy, hairy long johns, that smell of warm rum and smokepowder.

While wearing this garment, you have advantage on Charisma checks against pirates.

Curse. The long johns are cursed, and wearing them extends the curse to you. While cursed, the phantom parrot bound to them haunts you, squawking piratical curses at you at inopportune moments.

SIRLOINCLOTH

Wondrous item (apparel) common.

A thick rawhide loincloth that emits a strong scent of raw meat.

Once per day when you make a Wisdom (Animal Handling) check to convince a carnivorous beast that you are friendly, you can tear off a strip of the Sirloincloth to gain advantage on the roll

U

DESIGNERS

ile a small town may contain a single artificer or alchemist, capable of creating minor works and trifling potions, for the finest quality Robes, one must seek out one of the Great Houses of Fashion. Such institutions are prestigious indeed, and draw apprentice occulturiers from miles around to study under

their illustrious founders and master craftspeople.

While some Great Houses are located at the centre of bustling metropolises, others ply their trade in the far reaches of wild lands, or in inaccessible haven hideaways where they will not be bothered by the pedestrian requests of those who do not appreciate their artistry.

BRADA

"Hellishly hot couture."

The House of Brada operate from a series of pristine glass­ fronted buildings which secretly act as portals to infernal demi-planes, controlled by The Board, a trio of succubi occulturiers who wrested control of the House from the namesake Brada, an ice deviL some years ago. Screaming fragments of Brada's infernal essence are still incorporated into the House's more unique and expensive pieces to this day.

Characters wishing to commission a robe from the House of Brada may deal with any of the members of The Board, Angelina, Desiderata and Giulia, all of whom use the game statistics of a Succubus, (Monster Manua£ Pg. 285).

CHARYSTIEN D'ORB

"Perfect sphericality is the secret to all beauty."

A towering figure in both the fashion world and Ethereal Plane, Charystien D'Orb is a coruscating 20ft diameter orb of spectral energy, emitting every possible colour and several impossible ones. It is a powerhouse of tailoring, able to work on multiple garments at once within its sphere of influence. Charystien is the sole employee of its House, and will permit no other influence in the rendering of it's creations.

Charystien uses the game statistics of an Air ElementaL

(Monster Manual Pg.124), with the following changes:

  • Its alignment is Lawful Neutral
  • It speaks Common, Elvish and Celestial
  • It can cast Mage Hand at will

GoocHY

  • Its slam attacks deal force damage rather than bludgeoning

"You'll be green with emy darling. No, on second thoughts, I'll be green, you can be envious."

Although her kind are not typically associated with haute­ couture, it is undeniable that Goochy, (no last name� is a goblin whose influence over the fashion world is far greater

than her diminuitive stature. Even as a precocious goblin youngling, constantly dodging the murderous onslaughts of the more ethically compromised members of the adventuring community, Goochy ensured that her kin were converted into small amounts of experience in style.

She now presides over one of the most prestigious Great

Houses in the land, and those same low-level adventurers who slaughtered her kin now flock to her door, begging to be robed by the Green Seamstress.

Goochy uses the game statistics of a Goblin, (Monster Manual Pg. 166), with the following changes:

  • Her Charisma is
  • She is proficient in Charisma (Intimidation� and adds twice her proficiency bonus to such

JEAN-PAUL GoATIER

"Someone's got to put the art' in party, cherie."

A fiery, passionate satyr, known for his unconventional line in event dresses and ball gowns. The House of Goatier has but one firm ethos: Life is a party, and you should dress for the occasion. Located beneath the roots of a great tree, deep in a feywild-adjacent forest, the interior of the House is a constant reveL with ear-splitting music, strobing light, bacchanalian drinking and lascivious lechery, all of which serves as muse and inspiration to the occulturiers within, and none of which appears to give any hindrance to the tailoring process.

Jean-Paul uses the game statistics of a Satyr, (Monster Manual Pg. 267).

KABLOOEY PITON

"The gunpowder residue isjust part ofthe mystique."

The famed dwarven occulturier, often known simply as KP, offers the discerning adventurer not just a piece of clothing, but a piece of living, breathing, (occasionally smouldering) artistry. Working with volatile and often dangerously unstable materials, she is able to incorporate cold-burning flames and cosmetic smoke into the construction of her Robes. A favourite of evokers and sorcerers, KP also supplies a range of hand-forged jewellery, beard accessories and Bags of Holding.

KP uses the game statistics of an Azer, (Monster Manual Pg. 22� with the following changes:

  • Her Charisma is
  • She is a medium humanoid
  • She has resistance to poison damage, and has advantage on saving throws against

'THANK YOU FOR READING THE WIZARD'S WARDROBE

If you enjoyed it, you may also enjoy some of my other works on DMs Guild:

  • The Wizard's Cocktail Cabinet: If you wanted to drink responsibly, you've come to the wrong htt12s://www.dmsguild.com/product/296422/The­ Wizards-Cocktail-Cabinet-5 e
  • The Wizard's Garden Shed: The end of the garden might be the end of

htt12s://www.dmsguild.com/product/295 5 61 /The­ Wizards-Garden-Shed-5 e

You can see all of my published works here: htt12s://www.dmsguild.com/browse.12hP-.r. author=Jose12h%20Hand