Lore of the Robe

There have been many powerful wizards though the ages and while many of them are goodhearted, many also go down a darker path. Those of them that are especially power hungry turn to the path of undeath, choosing to becomes one of the most feared creatures in the Verse... The Lich. Being a culmination of both undeath and magic, Liches are bound to create items of power that are worthy of their newfound form. That could be robes that were either made by a powerful Lich in their new undeath, or perhaps such a robe became magical over time because of its proximity to its wearer? Whatever you choose to believe is of little importance as the end is the same, an item of pure magical power that many a Wizard would see as a boon. However to truly wield such an item may be telling about the wearer themselves.

- Lyra Dragonheart, Bard and writer extraordinaire

Robe of the old lich

Wondrous item, legendary (requires attunement by a wizard of non-good aligement)

These black and grey robes carry a scent of decay and death. While holding them a strange sense of power fills you, promising even more if only you prove worthy. While attunend to this robe your AC also becomes 11 + Dex Modifier

You also have 6 Sorcerery Points as described in the players handbook pg 102 that once per long rest that can be used on the following metamagic feats.

Extended Spell: When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours.

When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours. Subtle Spell: When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components.

When casting a spell from the Necromancy school that targets an enemy creature and requires a saving throw, you can use half of your maximum Sorcerery Points from this item to impose disadvantage on that saving throw.

Robe of the old lich (Awakened)

Wondrous item, legendary (requires attunement by a wizard of non-good aligement)

These black and grey robes carry a scent of decay and death. While holding them a strange sense of power fills you, promising even more if only you prove worthy. While attunend to this robe your AC also becomes 12 + Dex Modifier

You also have 8 Sorcerery Points as described in the players handbook pg 102 that once per long rest that can be used on the following metamagic feats.

Extended Spell: When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours.

When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours. Subtle Spell: When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components.

When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components. Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to a bonus action for this casting only.

When casting a spell from the Necromancy school that targets an enemy creature and requires a saving throw, you can use half of your maximum Sorcerery Points from this item to impose disadvantage on that saving throw.

Robe of the old lich (Exalted)

Wondrous item, legendary (requires attunement by a wizard of non-good aligement)

These black and grey robes carry a scent of decay and death. While holding them a strange sense of power fills you, promising even more if only you prove worthy. While attunend to this robe your AC also becomes 12 + Dex Modifier

You also have 10 Sorcerery Points as described in the players handbook pg 102 that once per long rest can be used on the following metamagic feats.

Extended Spell: When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours.

When casting a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours. Subtle Spell: When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components.

When you cast a spell you can spend 1 sorcery point to cast it without any somatic or verbal components. Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to a bonus action for this casting only.

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to a bonus action for this casting only. Empowered Spell: When rolling damage for a spell you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. This meta magic feat can be used in combination with others.

When casting a spell from the Necromancy school that targets an enemy creature and requires a saving throw, you can use half of your maximum Sorcerery Points from this item to impose disadvantage on that saving throw.