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.

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PART 1 | THE MUNDANE

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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.

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PART 2 | THE MYSTICAL

Gem Feather Mask

Wondrous item, very rare (requires attunement)


This elaborate mask looks like it is made of
exotic multicolored feathers. The eyes are
framed with tiny diamonds and accented by
saphires. Closer inspection reveals the
feathers are encrusted with gem dust or
carved and pieced together from slivers of
rubies, emeralds, onyx, beryl and more.
As a bonus acton, the wearer of the mask selects a
single target, who then has disadvantage on their save against next enchantment spell cast by the wearer. If both rolls would fail, at the conclusion of the spells duration, the target does not realize they were under the effects of a spell.

Mantle of Terrible Awe

Wondrous item, legendary (benefits from attunement)


These robes vary greatly in shape and appearance. They are always made of exquisite materials, often brightly colored and accented by gems. Most commonly the robes have draconic or ophidian symbols and stylization. Alternatively, stars, suns, moons and strange cthonic runes may adorn the mantle. Anyone wearing the mantle can feel its protective energies and their confidence grows. Upon donning they immediately gain 5 temporary hit points and their AC improves by 1. They may only gain temporary hit points this way once every long rest. Further the mantle seems to add an aura of power and stature to the wearer who gains Advantage on Intimidation rolls.
An arcane caster who attunes to the mantle gains additional benefits. When faced with enemies, as a bonus action, the caster may attempt to make an Intimidation roll with Advantage. Any enemy that fails the save cannot target the caster with a non-spell attack. If an enemy is attacked by the caster, they may make a save against the caster’s spell DC to shrug off this effect. Creatures immune to fear have Advantage on their saves versus this effect.
Additionally, as a reaction to getting attacked the caster may add their Charisma bonus to their AC (this replaces the original +1 bonus granted by the Mantle). This AC bonus lasts until the first time they are wounded in combat by a non-spell attack. Once they do so, they may not do so again until they complete a short or long rest.

Skull of the Necromancer

Wondrous item, very rare (benefits from attunement)


This large humanoid skull is almost alwys made from the skull of a necromancer. It has an eye of onyx and an eye of obsidian. The teeth may be silvered or coated with iron. Insides strange runes are etched and painted over with dark ochre and red brown.
This skull cap gives several benefits. Whenever the wearer reduces an enemy to zero hit points they gain 5 temporary hit points. This effect does not work on enemies that do ot need to eat or breath (e.g. constructs, undead). If the creature killed was an intelligent humanoid, they gain 10 hit points instead. Once the caster gains temporary hit points in this way, they cannot do so again until completing a short or long rest.


Once attuned the wearer may gain temporary hit points from killing a creature a number of times equal to their profficiency bonus before completing a short or long rest. Additionally, the caster may add their Intelligence or Charisma bonus to their DC to control or command undead.

Items that appear Maelific

It's useful to note that some NPCs, as well as civilized settlements, might not take kindly to an individual dressed in skulls, spikes, and fire. Keep this in mind when determining how these individuals react to the PC and their group. Certain items, like The Skull of The Necromancer, may be seen as either abhorrent or worthy of envy. Wizards may take offense or may want it for themselves. A good Paladin will probably perceive it as a symbol of evil, and want it destroyed.






















Credits

This brew was made with the Awesome tools at The Homebrewery.


Art edited from:

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PART 2 | THE MYSTICAL (cont)