Why Wizards Wear Weird Fashion The common trope for wizards are robes. But not just any robes – these have stars, sigils, sometimes trailing sleeves and god awful large peaked or pointed collars. Let’s not even discuss the headdresses. But, why? Why not wear breeches and a tunic, so as not to draw attention to yourself? In my games that is often the strategy of our spell-casters. They say they don’t want a giant target painted on them that says “Hey, I’m the spell caster! Kill me first!” While it’s fine for players to live outside of the common tropes of novels and fantasy stories, it’s sometimes helpful to give a mechanical reason for these tropes to even exist. After all, while living isolated in a tower studying musty tomes probably does mean you’re up to date on this season’s color palette – it just doesn’t seem likely to result in 20 pound of red silk robes emblazoned with purple and blue flames and a skull cap made from a literal skull. That can’t be comfortable! Here we present reasons, both mundane and mystical, for the questionable fashion tastes of the wizard in your life. Truly, these can be for any spell caster PC or NPC. Wizard is just easier to write. The Mundane Many cultures revere and fear magic. And for good reason, when a caster can shoot a beam of ice from their fingertip to freeze off your face. While wild mystic looking robes are probably impractical for everyday wear, they do let the populace know that you might be a wizard and are not to be trifled with. The more outlandish the robes, the more likely you’re powerful. This is important for other casters (who may seek you as an ally or rival) and for any nobles or peasantry the caster may be forced to interact with. Big scary robes with evocative or necromantic symbols say “don’t mess with me, unless you want to be a charred mess.” Robes with large headdresses, high collars, long sleeves but plunging necklines and bare midriffs might communicate more than confidence in one’s physique but “Armor? Please. Your swords and arrows are as mosquitos before my storm. Now kneel!” Below are suggestions for properties that certain robes or attire may provide. It’s suggested that player’s provide input on outlandish colors, sigils, patterns, and accessories. The DM should provide reasonable bonuses based on these aspects. Note: these are primarily non-magical psychological effects. It's at the DMs discretion if an entity is effected. Outlandish Robes +1, +2, +3 These non-magical robes provided an AC bonus against the first melee attack by any creature with an intelligence of 6 or higher. Most humanoids and intelligent monsters know that bright colors and patterns signify danger. When a caster is at less than full health these robes provide a reduced benefit. If the caster ever falls below half health, then the robes provide no benefit. A wounded wizard seems as easy prey as any.



























Fiendish Skullcap / Towering Headdress +1, +2 The constriction and weight of a skullcap reminds caster of their mental superiority. It also provides a physical foci for mental focus. As such, a skull cap or headdress can provide a bonus on rolls for concentration to maintain a spell.











Cloaks, Capes, Sleeves, & Collars These additions, while making the Robes more elaborate and visible add to the level of intimidation, extend the AC benefit of the Outlandish Robes from just melee attacks to ranged attacks as well. The Whole Set! Casters who wear a complete set of the above 3 gain a bonus to Persuasion & Intimidation rolls equal to an average of the combined bonuses (rounded up). Others gain a negative to their Insight rolls against the caster equal to that same amount. Wizards are both terrifying and inscrutable. Just Plain Heavy Robes Sometimes robes worn by wizards are not necessarily outlandish, per se. They are large – voluminous even. They may be homespun & coarse. They are heavy. And they provide a base 11 AC. Casters are considered to be proficient in this kind of “armor”. The drawback is that while wearing these robes, the caster suffers disadvantage on Athletics and Acrobatics checks. After all, it’s pretty hard to jump that pit when wearing an extra 5 to 8 pounds of fabric. 1

<img src='https://s-media-cache-ak0.pinimg.com/originals/40/3b/b4/403bb4021ba9d5bb580ae2ec9fbaabef.png' style='position:absolute;bottom:730px;right:341px;width:200px')/> The Mystical Warriors of all kinds have magical arms

and armor. Even rogues can get in on it

with leathers made from rare hides and

dyed a deep purple back with the blood of

a shadow mastiff. But wizards are not likely

to employ the skills of the local blacksmith,

no matter how dwarven his forge.

So who is in the wizards tower that she

trusts? Well, probably no one – but she’s

probably fairly OK with the skilled seamstress

down the road. Thus it is as likely that the robes

a wizard wears may be what he or she would prefer enchanted with magics fell and preserving as well. (School) Casting Robes (+1, +2, +3) Wondrous item, rare (requires atunement by arcane caster)

These robes are often interwoven with threads made from strange materials (e.g. opalescent unicorn hair, leaves gifted from a dryad). They are readily distinguished by symbology appropriate to the school of magic to which they are attuned. The robes are woven in such a way as they are especially receptive to storing magics. Generally, these robes are able to store spells of a specific school (i.e. abjuration, conjuration, divination, etc) of a combined level less than or equal to the bonus. Using a 10 minute ritual and expending a spell slot, a caster can store the appropriate spell/s in the robe. The caster regains the spell slot as normal. The spell is stored in the robe until cast or until replaced during a ritual with a different spell. Spells stored may be cast using a bonus action, instead of a full action. Spells that are normally cast using a reaction are still able to be activated and cast from the robe using a reaction. There is a 20% chance, when the robes are found that a spell of the appropriate school/level is still stored within the weave of the robe.



Belt of Excellent Thaumaturgy Wondrous item, uncommon

This heavy wide belt is most often made from fine worked leather that has been tanned in an alchemical brew infused with a variety of common material components for spells (e.g. alcohol, bat guano, bone dust, egg shell, a feather, spider silk). It is often decorated with glass and crystal beads, and gems for spell casting. Built in are small pouches, hoops for storing scrolls, hooks, as well as other storage. When worn, the item works exactly as a components pouch, except the caster does not need to have their hands free in order to access the components. Further specific consumed components with cost that are stored within or on the belt will come to the caster’s hand when they attempt to reach for said item – requiring no object interaction. Once buckled on, it requires a DC 15 strength check for anyone other than the wearer of the belt to remove a component from the belt or the belt itself. An Additional Option The current 5E rules provide multiple opportunities for casting focuses for wizards and sorcerers. The sagacious DM can adjust or expand on these rules. They can make spell components even less of an barrier to casting by allowing especially elaborate robes to be used as a focus, similar to a staff. Alternatively, they can add a level of complexity by requiring additional foci for various levels or schools of spells. For example, perhaps a staff is an excellent focus for your evocation or necromancy magic. But the DM may rule that headwear is necessary as a focus for divination and enchantment spells. Sigils and symbols may be added to the robe for it to act as a foci for abjuration magics. Circlet of Puissant Confiscation Wondrous item, very rare (requires attunement)

Also known as a Spell Keepers Circlet, this heavy circlet is made of precious metals woven tightly together. Large cut diamonds with many facets are embedded on raised spires or dangle from chains. A circlet will have 3, 4, or 5 of these diamonds. When the wearer becomes the target of a spell the gems flare to life, absorbing the spell if it is less than or equal to the number of diamonds that adorn the circlet. The original caster must make a save against their own spell DC or lose access to that spell until their next short or long rest, as it is temporarily stolen from their mind. The wearer may later use an action to release the spell & cast it using the original spell casters DC. Once it has done so, the circlet may not steal and store spells until the wearer has completed a long rest or the stolen spell is cast. Any spells stored over a long rest are lost from the circlet as the power ebbs away. Collar and Cuffs of Binding Wondrous item, very rare (benefits from attunement)

The bracelets and matching collar are formed of purest silver that has been forged under the light of a full moon, with primordial runes etched during nights of the new moon. Gauzy silk or delicate chain run from the collar to each bracelet. These are long enough to not impede or restrict the movement of the arms. Anyone who wears the collar and cuffs has advantage on saving throws to resist transmutation spells. If attuned by a sorcerer, warlock, or wizard the items provide an additional benefit. Once attuned the caster may cast Alter Self and Disguise Self each once per day without expending a spell slot.

The item hold an additional secret. When the caster kills a humanoid enemy with a touch-spell or melee attack, they finds they can use an action to polymorph into the likeness of that exact creature. They may transform this way once every long rest. The collar and cuffs only store 1 likeness at a time. The current form may be replaced by killing a new humanoid with a touch-spell or melee attack. If ever un-attuned, any stored likeness is lost. 2