Robe of Hexes

Wondrous Item

Legendary Rite of Hexbinding

Curse Immunity:
The wearer is immune to all curses and hex effects. Any curse cast upon the wearer is immediately reflected back at the caster. The caster must make a DC 20 Wisdom saving throw. On a failed save, the caster suffers the full effect of the curse as if they had cast it on themselves. On a successful save, the curse dissipates harmlessly.  
Hex Reflection:
The robe reflects curse-like effects or harmful enchantments back at the source. If the wearer is targeted by a spell or ability that would inflict a debilitating status effect (such as Blindness/Deafness or Bestow Curse), the source must succeed on a DC 20 Charisma saving throw or be affected by their own spell. Creatures with immunity to curses can make the save with advantage.  
Master of Hexes:
The robe enhances the wearer’s ability to cast and manipulate curses. While attuned, the wearer can cast the following spells without expending a spell slot, once per long rest:  
  • Hex
  • Bestow Curse
  • Curse of Binding (custom spell that restrains a creature)
  • Curse of Withering (custom spell that reduces Strength and Constitution scores)
The saving throw DC for these spells is 20.  
Curse Dispel:
As an action, the wearer can use the robe to dispel a curse on a creature or object within 30 feet. This ability can be used a number of times equal to the wearer’s proficiency bonus, and all uses are restored after a long rest.  
Hex Aura:
The robe emits an aura of misfortune. All hostile creatures within 30 feet of the wearer have disadvantage on attack rolls, saving throws, and ability checks for 1 minute. The wearer can activate or deactivate this aura as a bonus action. This ability can be used twice per long rest.  

Enhanced Properties (Post-Attunement)

Once attuned, the Robe of Hexes unlocks its full potential, granting the wearer the following additional abilities:  
Curse Empowerment:
Spells like Hex, Bestow Curse, Curse of Binding, and Curse of Withering can now be cast at 6th-level instead of their normal level, increasing their power and duration.  
Aura of Ultimate Misfortune:
The aura granted by the Hex Aura ability increases its range from 30 feet to 60 feet, and hostile creatures have disadvantage on all attack rolls, ability checks, and saving throws as long as they remain in the aura.  
Hex Master:
The wearer gains access to the Greater Hex spell, allowing them to cast an 8th-level curse once per week. This curse can target multiple creatures (up to 6) within a 60-foot radius. Each target must succeed on a DC 22 Wisdom saving throw or suffer from one of the following effects for 1 hour:  
  • Paralyzed with Fear: The creature becomes paralyzed.
  • Sapping Misfortune: The creature has disadvantage on all attack rolls, saving throws, and ability checks.
  • Withering of Flesh: The creature’s Strength, Constitution, and Dexterity are each reduced by 4.
  • Unyielding Curse Immunity: The wearer becomes permanently immune to the following conditions: Charmed, Frightened, Paralyzed, and Cursed.
 

Special Power - Curse of Catastrophe

Once per month, the wearer can unleash the Curse of Catastrophe, a devastating effect that curses every creature within a 60-foot radius. The wearer designates a point within 150 feet, and every creature in that area must make a DC 22 Constitution saving throw. On a failed save, creatures are afflicted with one of the following effects, chosen by the wearer:  
  • Curse of Despair: The creature is frightened for 1 minute and has disadvantage on all attack rolls and ability checks. The creature can repeat the saving throw at the end of each of its turns.
  • Curse of Withering: The creature’s Strength and Constitution are reduced by 4 for 1 hour. If either score is reduced to 0, the creature becomes unconscious until the effect ends.
  • Curse of Misfortune: The creature has disadvantage on all attack rolls, saving throws, and ability checks for 1 minute.
Once this ability is used, the wearer must succeed on a DC 22 Wisdom saving throw or become cursed by the robe, suffering three levels of exhaustion and being haunted by visions of Xilmera until the curse is lifted.  

Curses

 
Weight of Hexes:
Each time the wearer reflects a curse or uses one of the curse-related abilities, they must make a DC 16 Wisdom saving throw. On a failed save, the wearer gains 1 level of exhaustion. If they gain 3 levels of exhaustion this way, they are plagued with nightmares and hallucinations until a greater restoration spell is cast.  
Living Whispers:
The robe constantly whispers dark secrets and incantations into the wearer’s mind. The wearer must make a DC 18 Charisma saving throw at dawn. On a failed save, the wearer is compelled to act maliciously or curse a random creature they encounter. If the wearer fails this save three consecutive times, they are cursed with Maddening Whispers, suffering disadvantage on all Wisdom and Charisma checks until the curse is lifted.  
Hexbound Aura:
The robe’s aura draws the attention of cursed beings. Undead, cursed monsters, and vengeful spirits are attracted to the wearer, and cursed creatures have advantage on attack rolls against them.

The Robe of Hexes is a flowing, shadowy garment that appears as if woven from darkness itself. It shimmers with a faint, iridescent glow and emits a constant aura of malevolence. Arcane runes dance across the fabric, shifting and twisting like living entities. The robe feels impossibly light and is often accompanied by the faint sound of whispers, as if the garment itself is alive with curses.

Crafted under the influence of Xilmera, the goddess of curses, misfortune, and shadows, this robe allows its wearer to wield unparalleled power over hexes and curses, turning their enemies into pawns of misfortune. However, the whispers within the robe grow louder with each use, and those who wear it too long may find themselves bound by the very curses they sought to master.



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pjmc127.

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