Skip to main content
Open Dungeons A free fantasy roleplaying game - go to the home page

15 magic items found

Barrowdoor Habit

Robe
Bonus: +14 maximum hit points
Each charge lets the wearer, and anyone holding the hem, walk through one sealed door, barrow wall, or blocked shaft as though it stood open. The passage runs one way only. A stone drops out of the hem for each charge spent, and the last leaves it hanging crooked. 1d3 charges This long robe of undyed linen has a broad hem weighted with flat grave-stones sewn into a hidden channel all the way around. The stones are cold even beside a fire, and when the wearer stands before a sealed passage they seem to shift against one another with the faint scrape of masonry being moved.

Chameleon Robe

Robe
Bonus: +3 to stealth checks and allows hiding in plain sight in appropriate environments
The effect works only when motionless. A chameleon-like robe that changes color and pattern to match surroundings.

Compline Habit

Robe
Bonus: +18 maximum hit points and +2 AC
Each charge sets a sleep over every willing creature within 60 feet that lasts until dawn. No noise, cold, or pain breaks it, and each sleeper wakes rid of one poison, one disease, or one day of exhaustion. Unwilling creatures are unaffected. 1d3 charges This plain dark habit is cinched with a knotted cord bearing seven small bone beads, one polished almost glass-smooth by generations of restless hands. The cloth carries the faint scent of old incense, and when night deepens the beads grow subtly warm, as though remembering every prayer ever whispered over them.

Grithman's Robe

Robe
Bonus: +27 maximum hit points
Each charge declares a 20-foot circle around the wearer sanctuary for one hour: no creature may enter it meaning harm to anyone inside, and any creature that steps out cannot step back in. The wearer may name one person to be refused the protection. When depleted the hem still draws a line in dust, ash, or snow that no animal will cross. 1d2 charges Heavy undyed wool hangs from the shoulders in deep folds, with a broad iron ring sewn directly over the breast. The cloth around the ring has been worn thin by countless gripping hands, and when danger approaches the metal feels immovably solid, like a door-bar set across the heart.

Passing-Bell Habit

Robe
Bonus: +14 maximum hit points
Each charge tolls the bells and ends one ongoing spell within 60 feet. If its caster is present and unwilling, they may resist with a Mind save. A spell that is holding something shut, up, or alive ends all the same, with whatever follows from that. The same spell cannot be cast within 60 feet of where the bells rang until the next dawn. The bells crack from the lip upward and the last of them goes dumb when depleted. 1d2 charges Nine small iron bells hang from the shoulder of this dark, severe habit, yet they remain completely silent while the wearer walks. Their surfaces are etched with tiny names and dates, and when one is invoked against an active spell its note is deep enough to be felt in the ribs before the metal begins to crack.

Roadwarden's Robe

Robe
Bonus: +6 maximum hit points
The wearer and up to three companions can sleep rough and wake fully rested regardless of weather or ground. Permanent. This hooded robe is made from thick, undyed wool rubbed smooth at the shoulders and cuffs by long travel. Its hem carries stubborn traces of red clay, pale desert dust, black road mud, and other soils that never seem to brush completely away.

Robes of the Spellguard

Robe
Bonus: +2 Mind saves against spells
Each charge grants the wearer spell resistance for 1 round (any spell targeting the wearer must overcome a save of 15 or fizzle). The runes dim when depleted. 1d3 charges Robes of deep blue fabric threaded with silver runes that shimmer when magical energy is near.