The Shaed of Shadows

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 dark cloak for you will not soon forget them.

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. 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.

Magic Item The Shaed of Shadows is a magic item that functions as a adamantine armor, robe of eyes, ring of mind shielding, robe of the archmagi, ring of protection, ring of resistance (random), gem of seeing, and a armor of invulnerability.

False Appearance The Shaed of Shadows can transform to appear as black casual or formal attire. Truesight cannot pierce the transformation. Changing The Shaed of Shadow’s appearance or reverting it to its true form takes a bonus action.

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 you revert the change as a bonus action or leave the darkened area. This lighting is considered magical, meaning darkvision cannot see through it. The magical darkness cannot be dispelled by an Antimagic field. You may also use the hide action as a bonus action on your turn.

Rejuvenation. While attuned to the Robes of the Fallen, 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:

Spells you cast are cast at 1 spell slot higher up to 8th level. For example, if you cast a Fireball using a 3rd level spell slot, you expend the 3rd level spell slot but it is cast as if you expended a 4th level spell slot scaling as appropriate.

Your spells cannot be countered or dispelled as long as you maintain concentration.

You have advantage on death saving throws.

You have immunity to necrotic damage, poison damage and the poisoned condition.

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. The shadow demon disappears after 24 hours, or when it dies, whichever comes first. After the shadow demon disappears, you can’t use this feature again until you complete a short or long rest.

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.