The Coat of Many Sides (d64)

A homebrew item made by u/CharlesMayne that was originally posted to r/DnDHomebrew. The original is 12 rows, so this is the r/100 community's attempt to expand it.

d64 Result

1

Noble Jacket - Gain ADV on any CHR checks dealing with nobility or other people of social status.

2

Warm Thick Coat - Resist cold damage and gain ADV on any CON save pertaining to cold damage

3

Fancy Red Coat - Any CHR check to barter add your proficiency bonus (expert if proficient)

4

Black Leather Duster - Gain proficiency bonus to investigation checks, on the next failed investigation check you can treat the roll as if you made a natural 20

5

Worn Leather Vest - When you talk with common people or skilled craftsman gain ADV on CHR checks

6

Coat of Arms - When this side is chosen gain a random magic weapon (DM's choice) you gain proficiency with it, and it is a +2. (If the weapon is dropped for longer than 1 minute or if dispel magic is cast on it the weapon fades

7

Religious Robe - Gain a vestment of a random deity or religious group, you gain ADV on all checks related to that group or deity

8

Cloak of Little Color - looks the same as the coat of many sides but all the colorful patches are replaced by some shade of gray. This gives the user ADV on Stealth checks in dark and dimly lit areas.

9

Thief's Cloak - Gain proficiency with Thieves' Tools, understand Thieves' Cant. When you make any CHR check with a criminal do so with ADV. All checks with lawmen is at DIS.

10

Coat of Armor - The coat becomes a set of Full Plate Mail, you are proficient with it and you do not suffer DIS on stealth checks while wearing it.

11

Cape of Flames - Visible trail of flames follows you where ever you go. Lights all flammable objects on fire, and deals Roll 1d6 points of fire damage to any enemies who end their turn within 5 feet of you. Gain Fire Resistance

12

Invisible Coat - The coat is invisible, anything hidden inside the coat is also invisible (not under or covered, inside) Inside the side of the coat is a hidden pocket DC 15 INV check to discover that doubles as a bag of holding. This bag can hold up to 50 lbs of items. Items can be placed into the coat while in this form but can only be taken out when the coat is in its standard form.

13

Coatie - The coat gains consciousness and starts giving its wearer bad advice

14

The Patchwork Coat - Allows the wearer to pass unquestioned through the underbelly of society. So long as the wearer does not speak or interact with somebody of higher station, they go ignored by said folks.

15

The Long Sleeved Coat - The sleeves are several feet long and strapped to the back of the coat. Wearers are restrained though feet are free to allow movement. Must use an escape or performance check to break free of the restraints.

16

The Muffler - A nice suede jacket with a high collar that covers the moth and nose of the wearer. This grants advantage on saves against poisonous clouds or smoke and enables wearer to cast purely verbal spells without detection. Wearer's volume limited to a whisper.

17

The Coat of Many Eyes - You can see in all directions, but you look like a horrifying lovecraftian nightmare.

18

The Coat of Many Mouths - You can amplify your voice to defining levels, but you look like a horrifying lovecraftian nightmare.

19

The Coat of Many Ears - You have incredible hearing being able to filter sound and hear far away things, but you look like a horrifying lovecraftian nightmare

20

Pablo Picascoat - At certain parts the coat looks smooth and flowing but at other parts cubes stick out for no reason. Very good for artistic events.

21

Concrete Coat - Characters have to make a STR save or fall to the ground immobilized. Mobility is heavily decreased even if you make it.

22

Winter Coat - The coat becomes a thick pelt, magically warm, allowing the user to endure frigid environments with no penalties. However, it gives the user 1 level of exhaustion per day if used in not-cold environments.

23

Summer Coat - The coat becomes a light, thin silk, magically cool, allowing the user to endure scorching environments with no penalties. However, it gives the user 1 level of exhaustion per day if used in not-hot environments.

24

Camouflage Coat - The coat gains a coloured pattern, giving the user a +5 bonus to stealth in specific environments. However, it gives a -5 bonus if not on the correct environment. Roll 2d8 on this table to select the environments, rerolling if you get equal numbers: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Urban

25

Cloak of Calming - It has an elegant green color. Temporarily changes the alignment of an evil/unaligned enemy to true neutral or neutral good if a nat 20 is rolled.

26

A Red Spandex Suit - Offers full health regeneration once every 10 battles. It also boosts dexterity and constitution.

27

Orange Parka - Very unlucky. Lifts the amount needed for every type of check. If a player dies while wearing this, another player must proclaim “Oh my God! They killed (player’s name)!” and a second player must follow it with “You bastards!”

28

Coat of Invitation - While wearing this shimmering silver coat, you can cast Disguise Self at will, and can produce a blank piece of paper that will serve as an invitation to any event needed.

29

Copy Coat - Coat that allows initial owner to take on the appearance of the last person that wore, and it reveals their actual form. If someone with their own appearance altering enchantment wears it, what they hide is revealed when worn by owner of the coat.

30

Coat of the Arachnid - A silky looking coat that is made from spiders web that you can unwind at will and allows you to utilize at your will. Let's you make traps, security systems, and let's you track movement.

31

Coat of Binding - turns into a straight jacket, that binds and gags the wearer. DC 20 to strength or Dex save their way out of it.

32

Coat Cape - coat flaps in the wind (even if there is none) and allows wearer to fly at half their base speed for Roll 1d10 hours. They are not told how long it will last.

33

Invisible Coat - coat turns invisible. Wearer does not. No other special abilities

34

Tuna Coat - The cloth turns into oily fish skin, and the wearer gains water breathing capacities.

35

Porcupine Coat - The coat grows spikes on the outer surface. Creatures attacking the wearer with their body must make a CR 15 Dex check. On a fail, they take 1d6 piercing damage.

36

Cat Coat - The coat grows a furry tail, and the wearer gains +2 on stealth and acrobatics checks.

37

Rust Monster Coat - The outer surface of the coat becomes the skin of a rust monster. Any metal that touches it is immediately rusted, but the wearer can still take damage from it.

38

Dragon Coat - The cloth turns into colored dragon scales, and the wearer gets a 15 feet long conic breath attack that deals Roll 5d8 damage. Determine the color: Resolve: {Red Dragon: fire damage|Blue Dragon: electric damage|Green Dragon: poison damage|Black Dragon: acid damage|White Dragon: ice damage|Rainbow: the wearer controls which elemental damage to use}.

39

Coat of Fur - the coat runs into an animal skin of your choosing

40

Coat of Paint - the outer layer of the coat becomes sticky and wet. Applying it to something covers the object in paint of the coats color.

41

Cloak of storms - whenever a creature melee attacks the wearer they take 1d6 lightning damage and must succeed on a DC 13 saving throw or drop anything they are holding. The wearer is also resistant to lightning damage

42

Nightgown - You cast the sleep spell as if using a 5th level spell slot once when you get this coat. You also only need spend half as much time resting to achieve a long rest whole wearing this gown

43

Coat of Many Coats - Inside the pocket on this side is 1d4 more coats, that are normal nonmagical coats, that look akin to the Coat of Many Sides

44

Ancestral Coat - you take on the appearance of a relative of the person to whom you are speaking.

45

Cloak of Rage - It has a bright orange coloring. It raises strength, but lowers every other stat of an enemy. The CR of the enemy rises by 2.

46

Tuxedo and top hat - Earn respect across the land. Get offered more high value gear, but for a higher price.

47

Peasants’ robes - Earn a discount at shops, but for low quality gear.

48

Cloak of Good Luck - It is made of four leaf clovers, with a lucky horseshoe on the chest. Three slot machine style 7s line on the back. Lowers the amount needed to any kind of check. Also gives the player a chance to get random gold.

49

Cloak of Bad Luck - A grey cloak that is covered with the number 13. A broken mirror sits upon the chest of the cloak. Three irritated black cats line the back. Increases the amount needed for any kind of check. Random traps and enemies appear as well.

50

Raincoat of wetness - Coat continually looks like you just came in from a rainstorm dripping on the floor.

51

Coat of worms - Looks like worms are crawling all over you where a coat would normally hang. They occasionally drop off onto the ground.

52

Coat of distortion - Has optical illusions of black and white swirls all over. Anyone inspecting the coat closely causes confusion per the spell.

53

The Pettycoat - This sharp looking coat is made up of red fabric lined with black trim on the sleeves, collar, and lapel, and is decorated with swirling purple designs across the chest and shoulder that are somehow unpleasant to look at. Wearing this cloak gives the wearer advantage on Charisma checks that are about something trivial or insignificant. When the coat is being actively used, the designs begin to writhe slowly and unnervingly.

54

Farmers coat - an old battered, but sturdy brown coat that gives an air of ruggedness and attunement with the earth. Add proficiency bonus to nature and handle animal checks, but -1 to AC. Starts day with 1d4 handfuls of buckwheat in pockets. Refills each long rest.

55

Goldilocks Coat - Resolve: {the coat is way too small|the coat is a bit tight|it’s a bit loose|it’s comically big}.

56

Coat of the Binary - This a lovely, warm, well-made, and fashionable coat, but it is cut in a style that is distinctive to the gender that the wearer is not. If the coat is given to someone of the opposite gender, it transforms to be for the opposite gender to them. If it is worn by a person with no gender or a gender other than “male” or “female,” the coat retains its most recent appearance.

57

Snakeskin coat - The wearer's resistance to cold is lowered, and speed is reduced to half when in a cold environment. However, at an unspoken command, the coat allows them to 'slither' free of any tied or locked bonds.

58

Displacer coat - made from the hide of a displacer beast, it casts an illusion of the wearer a few feet away from were they actually are. The wearer can attempt to change the distance and direct of the illusion with with an arcana check.

59

Stoneskin coat - At a spoken command, the surface of the coat changes into many fist, to head-sized stones. This provides a bonus to concealment in rocky environments, but failing a strength check will render the user immobile and trapped under their weight, as well as suffering Roll 1d4 damage per round.

60

Coat of many stones - The user will be able to reach into any pocket on the coat and produce a stone suitable for slinging or throwing.

61

Stoned coat - The user will be able to reach into any pocket on the coat and produce a small amount of a locally-available (possible illegal) drug. However, this item is not produced out of thin air. It is actually teleported away from the nearest mundane source, and will raise suspicion in the rightful owner. Using this power also makes the coat exude a strong smell of the substance so acquired.

62

Cloak of memories - This loose cloak is a nondescript grey in color, but upon close examination a subtle swirling pattern can be seen. The cloak has two magical effects, with a fifty percent random chance of either occurring: Remembering: Anybody interacting with the wearer beyond casual contact will, for good or ill, never forget them. Every action, every word, every detail will be recalled with perfect clarity, and may result in an unhealthy obsession; Forgetting: Anybody interacting with the wearer beyond casual contact will forget everything about that interaction upon leaving the wearer's presence. Anybody so affected will gradually become aware that they have a gap in their memory, and may address the issue as situationally appropriate.

63

Tribal Garb - a shamanistic set of vegetal robes that give you advantage for religion and performance checks for rituals and stealth rolls in overgrown or jungle-like environments, but disadvantage on stealth rolls in more urban environments and intimidation.

64

The Coat of Batkin - the coat turns black and grows to the size of a cape. It now grants the wearer double proficiency in melee attacks, increases their STR by 2 and gives their voice a gravely, deep tone (despite of race or gender). It also neglects fall damage, and once per short rest, the wearer can use a bonus action to gain a flying speed equal to its walking speed for 1 round.