Veil of Ethereal Echoes
Wondrous Item (Cloak), rare (requires attunement)
This ethereal garment shimmers like the night sky, woven with strands of mist and silver thread that seem to ripple with whispers of ancient secrets. When draped over the shoulders of a wearer, the cloak grants the ability to slip between the material plane and the ethereal realm for short periods, allowing for both striking surprise and narrow escapes.
While wearing the cloak, you gain the following benefits:
-
Ethereal Jaunt: As a bonus action, you can activate the cloak to become ethereal for up to 10 seconds. During this time, you can move through creatures and objects as if they were difficult terrain. You can end this effect at any time before the duration elapses. Once you use this feature, you can’t use it again until you finish a short or long rest.
-
Ghostly Whispers: The cloak allows you to communicate with spirits from the ethereal realm. Once per day, you can cast the Speak with Dead spell without expending a spell slot. The whispers may provide cryptic hints, but clarity of the message depends on the spirits' nature.
-
Veil of Shadows: You gain advantage on Dexterity (Stealth) checks while you wear this cloak, as it seems to absorb light around you. In dim light or darkness, the wearer may attempt to become invisible as if under the effect of the Invisibility spell. This effect lasts until you attack, cast a spell, or enter bright light.
Should the wearer take damage while ethereal, the cloak can briefly shatter their form, causing all damage to be halved and redirecting the remaining force into a gust of shimmering energy that affects a target of your choice within 30 feet, forcing them to make a Dexterity saving throw (DC 15) or take 2d6 force damage and be pushed 10 feet away.
The cloak is often seen as a double-edged sword; while it grants immense power and versatility, the echoes of those long lost linger in its fabric. Occasionally, the wearer may hear their voices calling out for help, which could compel them to seek answers or alliances with spirits, leading to unforeseen quests or dangers.