Huntsman's Dread

Huntsman's Dread is a cloak of dark leather and gold trim, the inside of the cloak is a vibrant blue with white strikes of lightning occasionally shimmer with small sparks of blue energy across the shadowed lining. The hood is enchanted so when it is pulled up, your face is shrouded in magical darkness which you can easily see out of. The cloak was enchanted and created by an Archlich of a distant country.
Dormant State.
* Huntsman's Dread has 4 charges and regains 1d4 expended charges daily at dawn.
* Spellsteal. When the wearer is targeted by an enemy's spell, they can use their reaction to have the cloak swallow part of the spell, gaining a number of charges equal to the spell level of the triggering spell. The wearer is still subject to whatever effects the spell would normally inflict on them. The ability cannot be used again until they finish a short or long rest.
* When the wearer hits with an attack, they can expend a chosen number of charges from the cloak which deal an additional 1d6 lightning damage per charge expended on one of the targets of that attack.
Awakened State. 
The cloak grows larger and the air around the cloak smells of ozone.
* Huntsman's Dread grants the wearer advantage on all saving throws against spells and other magical effects.
* The cloak's maximum charges increase to 6, and it regains 1d4 + 2 charges daily at dawn.
* When using the cloak's Spellsteal ability to swallow a spell, the wearer gains resistance to that type of damage of that spell until the end of their next turn.
Exalted State. 
This cloak transforms from the dark leather and gold trim into a violent rage of lightning, covering the wearers back, shoulders, hood, and upper arms in a surge of lightning with small strike arching off the ground near the wearer.
* The cloak's maximum charges increase to 10, regaining 1d6 + 4 charges daily at dawn.
* The Spellsteal ability can now grant you immunity to the incoming damage until the end of your next turn if you spend 2 charges. You can still use the previous resistance.
* The charge damage increases to 1d8 lightning damage.
* Block Break. When an attack is made and you choose to spend charges to add damage, that attack is unable to be blocked by anything other than armor class.
Category:Divine Artifacts
Category:Magic Items
Category:Cloaks