Veil of the Ethereal Warden

Wondrous Item (Cloak), rare (requires attunement)

This ethereal cloak shimmers with a faint, ghostly light, appearing to flicker in and out of focus as if it exists on the boundary between the material plane and the ethereal realm. The cloak is inscribed with intricate runes along its hem, representing protective wards against hostile spirits and creatures from beyond.

While wearing this cloak, you gain the following benefits:

  • Ethereal Step: As a bonus action, you can phase partially into the Ethereal Plane until the start of your next turn. During this time, you can move through objects and creatures as if they were difficult terrain, but you cannot end your turn inside an object. Additionally, you have resistance to all damage while in this form.

  • Spirit Ward: You have advantage on saving throws against being frightened. If you are already frightened, you can use a reaction to end the condition and become immune to being frightened for the next minute. This ability can be used once per long rest.

  • Ethereal Awareness: While wearing the cloak, you can see into the Ethereal Plane to a range of 30 feet. You can sense the presence of ethereal creatures, revealing their location to you. However, you cannot interact with them unless you or they are in the same plane.

The cloak has 3 charges. When you take damage from a creature attacking you while on the Ethereal Plane, you can use your reaction to expend one charge and teleport to an unoccupied space within 30 feet. The cloak regains all expended charges at dawn.

However, be cautious; the ethereal energies of the cloak can attract the attention of powerful spirits. Once per long rest, the wearer must succeed on a DC 15 Wisdom saving throw or become haunted by a minor ethereal spirit for 24 hours. While haunted, the wearer takes 1d6 psychic damage at the start of each of their turns. The effect ends if the wearer or an ally successfully casts Dispel Evil and Good or Protection from Evil and Good on them.