The Cloaks of the Dragon King

In the great war against the cult of the dragon, people were in awe of the power the dragon masks granted the wyrmspeakers of Tiamat. How could the world stand to their tyranny? Unknown to many, there were similar artifacts that served as symbols of devotion to Bahamut, the god of metallic dragons.

The Cloaks of the Dragon king were a well-kept secret of the metallic dragons, as their very presence was more than enough to cause their tails to twitch. However, the distaste the council of dragons had for the power of the cloaks was outweighed by the benefit they would serve if used in the war. As such, they were gifted to a group of 5 noble heroes that stood at the forefront of Waterdeep's army in the final assault against the cult at the Well of Dragons.

In the presence of Tiamat's awakening, the heroes used the cloaks to call upon Bahamut's aid, helping them perform the final push to send Tiamat back to the Nine Hells. Unfortunately, in the wake of this triumph, the cloaks were lost.

Brass Dragon Cloak Wondrous item, legendary (requires attunement) This fine cloak shimmers in many hues of red and orange, appearing almost as if it is made of burning flames despite feeling like cloth. The cloak will grow or shrink to fit a wearer attuned to it. While you are wearing the cloak and attuned to it, you can access the following properties: Damage Absorption. You gain resistance to fire damage. If you already had resistance to fire damage from another source, you gain immunity. Dragon Visage. As an action, you can cause the cloak to take on the form of dragon wings for 10 minutes. During this time, you gain blindsight out to a range of 30 feet and a flying speed of 50 feet. You can end the effect early as another action. Once you use this property, you cannot do so again until you complete a long rest. Dragon Tongue. You can speak and understand Draconic. As well, you have advantage on any Charisma checks you make against brass dragons. Noble Courage. You are immune to being frightened. Exhausting Aura. You naturally exude a tiring aura that exhausts those nearby. Any creature of your choice that ends their turn within 15 feet of you must succeed on a DC 15 Constitution saving throw. On a failure, they fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. A creature that succeeds on its save against this ability is immune to it for 24 hours. Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. Once you use this property, you cannot do so again until you complete a long rest.

Bronze Dragon Cloak Wondrous item, legendary (requires attunement) This fine cloak feels much tougher and heavier than it appears, shimmering as a light metallic brown despite feeling like cloth. The cloak will grow or shrink to fit a wearer attuned to it. While you are wearing the cloak and attuned to it, you can access the following properties: Damage Absorption. You gain resistance to lightning damage. If you already had resistance to lightning damage from another source, you gain immunity. Dragon Visage. As an action, you can cause the cloak to take on the form of dragon wings for 10 minutes. During this time, you gain blindsight out to a range of 30 feet and a flying speed of 50 feet. You can end the effect early as another action. Once you use this property, you cannot do so again until you complete a long rest. Dragon Tongue. You can speak and understand Draconic. As well, you have advantage on any Charisma checks you make against bronze dragons. Noble Courage. You are immune to being frightened. Repulsing Aura. You naturally exude a repulsive aura that pushes nearby creatures away. Any creature of your choice within 15 feet of you that tries to move closer to you must expend twice as much movement to do so. As well, when such a creature ends their turn within 15 feet of you, you can force them to make a DC 15 Strength saving throw. On a failure, you can push them up to 15 feet away from you. Legendary Resistance. If you fail a saving throw, you can choose to succeed instead. Once you use this property, you cannot do so again until you complete a long rest.