Top 10 D&D Cloaks in D&D5e

by | May 16, 2024 | Dungeon and Dragons | 4 comments

D&D cloaks have been part of the game from early days. After all, Dungeon and Dragons got its start as a Lord of the Rings role playing game with dwarfs, elves, trolls, orcs, wizards, sorcerers, and gnomes. Of course, hooded cloaks, as well as swords, knives, boots, robes, and pouches and much more, are all part of this magical medieval genre.

Today in Dungeon and Dragons 5e, 11 hooded cloaks are officially recognized in the game and 5 of them command places of honor. D&D players know these D&D cloaks are magic items that improve your strength, stealth, and abilities. These top 10 D&D cloaks are:

1. Cloak of Arachnida

Wondrous Item, very rare (requires attunement)

This black hooded cloak of silk is embedded with tiny silver threads. Wearing the cloak gives you spider-like qualities. Climb anywhere a spider can, such as up and down walls, or even across the ceiling, granting a climbing speed equal to your walking speed!

Additionally, you can climb without using your hands. Climb up walls or climb upside down on the ceiling while also casting spells, making attacks, or generally getting up to shenanigans.  While wearing this cloak you are resistant to poison (halving any poison damage you receive) and cannot be caught in webs, instead treating them as difficult terrain. You can also cast the web spell for free once a day, and the created web is twice as big as usual when wearing the Cloak of Arachnida.

D&D Cloak

Cloak of Displacement, Credit to D&D Beyond

 

This web is therefore a 40 foot cube of webs, able to cover a large area. Any creature that enters or starts its turn in the webs has to make a roll or become restrained, a condition that reduces their speed to 0, grants attackers advantage against them, gives them disadvantage to attacks and dexterity saving throws. These webs are also flammable, burning in 5 ft cubes and then spreading to nearby cubes, dealing 2d4 fire damage to any enemies in a burning cube.

This spell is great at discouraging enemies from using a large chunk of most battlefields, cutting off escape routes, and can be used in conjunction with fire magic to do some extra damage. For instance, you can cast web centered on a group of enemies, keeping them still for an ally to cast fireball. These enemies all take an extra 2d4 from the fireball, and then they have 2 choices, stay in this small area, probably to get fireballed again, or run in any direction towards a flaming wall of webs, which might restrain them in place, and deal that 2d4 fire damage again. If they get restrained, they face the same decision again, over and over until they break out of the web. Once you cast this web, you must wait till the next dawn to cast it again.

Notes: Resistance: Poison, Set: Innate Speed (Climbing), Control, Buff, Movement, Warding, Outerwear

2. Cloak of Displacement

Wondrous Item, rare (requires attunement)

This cloak is made from the pelt of one of D&D’s most iconic monsters! I’m speaking of the displacer beast, a large panther-like creature with two long tentacles covered in spikes coming out of its back. You may have seen one fighting people in the maze in the Honor Among Thieves movie.

These displacer beasts constantly project an illusion of themselves from their tentacles that they use to avoid harm and trick enemies. Their favorite prey is called a blink dog. Some suggest the displacer beast evolved these illusions to trick the dogs into teleporting next to their real bodies, where they are promptly eaten.

This D&D cloak disguises (or cloaks) your exact location in the same manner as a displacer beast — the tentacles seen hanging from the side of the cloak still hold some of the power the displacer beast had. The illusion it projects makes it appear as if you are near but not exactly where you are standing. If you are injured, the illusion is broken until your next turn.

Also, the illusion stops working if you are unable to move due to injury or restraints. This illusion gives all enemies a disadvantage on attack rolls against you, and like a cloak of invisibility, spells that require line of sight can’t be cast on you if they don’t know where you really are.

Notes: Disadvantage: Attack Rolls Against You, Deception, Warding, Outerwear

D&D Cloak

Cloak of Elvenkind, Credit to D&D Beyond


3. Cloak of Elvenkind 

Wondrous Item, uncommon (requires attunement) 

This cloak bestows its wearer with two abilities that increase your chances of sneaking around undetected. While wearing the cloak with the hood up you are camouflaged by its shifts in color and better able to stay hidden, as enemies suffer disadvantage on their perception checks to see you, which also leverages a -5 to their passive perception to see you. Additionally you gain advantage on stealth checks while the hood is up, all but guaranteeing that if the two characters have similar bonuses to perception and stealth, the one with this cloak will stay hidden. Note that moving the hood up or down requires an action.

This D&D cloak may originally appear to be strictly outclassed by the cloak of invisibility, and the large difference in rarity, and therefore the cost of acquiring this item does warrant the difference in power. However, the cloak of elvenkind despite being magic cannot be seen through by truesight or the spell See Invisibility automatically, and is therefore useful in some situations where the cloak of invisibility isn’t. If you are a stealth focused character, this should almost certainly be one of the first magic items you pick up in game.

Another advantage of the cloak of elvenkind is that because it changes colors it can let you hide in situations where normally you wouldn’t. Many GMs wouldn’t let you hide in an empty hallway for instance, but if you are sticking to the wall and your cloak matches the wall’s colors, the argument for allowing that stealth roll becomes stronger.

There is also a version of this cloak called the Piwafwi, that is made by the drow, dark elves of the underworld. This cloak is spun from dark spider threads in the honor of the drow’s dark spider goddess Lolth. However, this cloak loses all magic if exposed to 1 hour of sunlight and offers no upside beyond the cloak of elvenkind, so there is no reason to pick that cloak over the cloak of elvenkind, if anything just say your cloak of elvenkind is black by default (as it can change colors).

Notes: Advantage: Stealth, Deception, Outerwear

D&D Cloak

Cloak of Protection 5e, Credit to D&D Beyond


4. Cloak of Protection

Wondrous Item, uncommon (requires attunement) 

The Cloak of Protection or Protection Cloak offers its wearer limited magical protection from attacks and magic. It offers identical magical protection as the Ring of Protection and the two can be worn together.

This is certainly not one of flashiest D&D cloaks on this list, and great moments created by this cloak often go unnoticed. But gaining +1 AC and +1 to all saving throws is a small bonus that goes along way, every time you you beat a saving throw by 1, or barely avoid being hit, this cloak has done its job, Despite it’s less flashy effect it is one of the most ubiquitous of D&D cloaks for a simple reason, it’s just good, on every single character.

No need to build around this cloak, or have it match the flavor of your character, slap this cloak on top of any build and make it just that much sturdier. And if you eventually outgrow it and need to free up the attunement slot, it is always a useful item to give to anyone you or your party needs to protect.

Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear

5. Cloak of Bat

Wondrous Item, rare (requires attunement)

This cloak, like the cloaks of elvenkind and invisibility, is focused on moving around undetected. Like the cloak of elvenkind, it offers advantage on your stealth rolls, but it exchanges giving opponents disadvantage on their perception checks in lieu of giving you a flight speed, and a once a day ability to turn into a bat.

This cloak grants you a 40 foot fly speed which is really powerful, however this ability is balanced by two drawbacks, The first is that it can only be used in dim light or darkness, and if you enter bright light you lose your flight speed. Obviously this means you cannot fly in bright light, but it also means if you are flying and are suddenly exposed to bright light you will fall to the ground, taking fall damage depending on your height.

The second drawback is that you must grip the edges of the cloak with both hands in order to use it, meaning that you can’t generally attack or cast spells while using this cloak. However clever players can find ways around this, such as playing a sorcerer with subtle spell metamagic, or a martial class that attacks without using their hands, such as a way of the astral self monk. This ability is clearly designed mainly to help with movement and infiltration out of combat and works great for that, but don’t let that lull you into thinking that it has no use in combat.

You can also polymorph into a bat once a day, but again only in dim light or darkness. As a bat, you maintain all your normal mental faculties and ability scores for intelligence, wisdom and charisma, but gain the physical stats (including 60 ft blindsight and advantage on perception using hearing) and size of a bat. While you must be in darkness to transform, this transformation does not end if you later enter an area of bright light, allowing you to use this cloak to infiltrate a brightly lit space as long as you can find darkness somewhere. As the polymorph spell, this transformation is a concentration spell lasting up to an hour.

Once this cloak is used to polymorph, you must wait until the next dawn for it to recharge. While the martial classes might find it difficult to fight in this form, a sorcerer with subtle spell can theoretically cast spells in this form, provided they hand someone their arcane focus before polymorphing, and are able to carry/hold the focus as a bat.

Notes: Advantage: Stealth, Set: Innate Speed (Flying), Movement, Shape changing, Deception, Outerwear

Additional D&D Cloaks from 5e 

6. Cloak of Billowing

Wondrous Item, common

This cloak makes me think of what cloaks typically do – billow in the wind. This is what a lot of people love about D&D cloaks —  their drape, shape, color and how they look in the wind.

This magical cloak billows dramatically at its owner’s command (if the owner spends a bonus action to make it do so).

Does this billowing serve a purpose? Usually it just serves to create funny moments, or punctuate a dramatic line. But, if you have a more generous DM, they may grant you bonuses to your intimidation or persuasion rolls, for using it at dramatic junctions during social interactions. In some ways this cloak is the opposite of the cloak of invisibility or the cloak of elvenkind, both of which make you less seen, while this one makes you stand out.

D&D Cloak

Raven Fox Signature Hooded Cloak in Ranger Green with lined hood and POCKETS.

7. Cloak of Many Fashions

Wondrous Item, minor tier, common

This cloak resembles the Cloak of Billowing in its untransformed state and would be coveted by role players and LARPers everywhere. It will always remain a cloak and it can’t gain the magical properties of other cloaks, BUT you can transform its appearance to any color, style, texture or fabric of cloak. I can just see an iridescent, neon green, or even a riding hood red cloak.

This cloak is ideal for characters like bards who want to stand out and capture the attention of the room. But it is also great for the opposite, characters like rogues who want to disguise themselves, and be able to change their disguise at a moment’s notice.

8. Cloak of Invisibility

Wondrous Item, major tier, legendary

When you pull up the hood of this cloak over your head, you become invisible. The invisibility lasts until you pull the hood down or up to 2 hours maximum.

After the two hours, the cloak needs 12 hours to recharge for one hour of invisibility or 24 hours total to recharge fully. Also, anything you are carrying or wearing becomes invisible as well. Invisibility makes it so only creatures with abilities like truesight and blindsight can see you, and you count as heavily obscured.

D&D Cloak

Raven Fox Signature Hooded Cloak in Noir Black with POCKETS.

Against creatures that do not have the ability to see you, you get advantage on attacks against them, and they get disadvantage on attacks against you. Another aspect of invisibility is that most spells require line of sight to cast, which means that if they cannot see you they cannot target you with that spell. Of course, spells that can target an area like fireball can just be thrown at where they hear your footsteps, so be careful not to get overconfident with a D&D cloak this powerful.

9. Hell Hound Cloak

Wondrous item, rare (requires attunement)

This hell hound hide cloak can transform you into a hell hound for up to an hour. It’s a polymorph spell, so after an hour you revert to your normal form or you can use a bonus action to revert to your normal form.

This transformation is powerful, however, be warned this hooded cloak is also cursed with hell hound essence. Once you become attuned to the hell hound cloak, the curse extends to you. Only by using a remove curse or similar magic, will you be able to separate yourself from the cloak. Another drawback that is hidden between the lines of the Hell Hound cloak is that when you are polymorphed your mental ability scores are replaced by the form you are polymorphed into, which in the case of the Hell Hound is a 6 in intelligence, 13 in wisdom, and 6 in charisma. So if you are a character that uses your mental states, this D&D cloak might not be for you.

Additionally, if you use the Hell Hound cloak more than 5 times, the curse’s hold on you grows stronger. Each time after the sixth use you must make a DC 15 Charisma saving throw. If you fail the save and won’t be able to return to normal form unless you are dropped to 0 hp. As of this writing, there is no formal ruling on whether this roll is done before or after the transformation, so it’s left up to DM discretion, but it should be noted that making the charisma save with a 6 in Charisma from the Hellhound form makes it difficult to pass. If you remain a hell hound for 6 hours, it becomes permanent and you lose your sense of self. However, a remove curse or similar magic can return you to normal. Finally, if you remain a hell hound for 6 days, only a wish spell can return you to normal form.

Some clever D&D players use the Hell Hound Cloak to “upgrade” a creature under your command, like a wizards familiar or a Ranger’s animal companion. It is up to GM discretion whether these things can activate the item, but creatures can attune to magic items, and those items don’t generally count against your attunements (outside of Adventurer’s League).

Also, just the visual of having a pet demon hound walk around at your side is amazing to me.

10. Cloak of the Manta Ray

Wondrous Item, uncommon

This Cloak of Manta is perfect for aquatic settings and missions. While wearing this cloak with the hood up you gain a 60ft swim speed and the ability to breathe underwater indefinitely.

However, if you are playing a completely aquatic campaign it is likely that you are also playing an aquatic race that starts out with similar boons, and an uncommon magic item would probably be better spent elsewhere. This cloak doesn’t make the top 5, because it has a very niche use. The situation where it shines is in aquatic missions within otherwise terrestrial campaigns. Your high level party has been extolled by a Goddess to reclaim her sunken temple, or hired by a port city to slay the kraken poaching their merchant vessels? Cloak of the Manta Ray!

You could buy potions of water breathing, you could use the water breathing ritual, you may even be able to polymorph or wild shape into an aquatic creature. But those all run out of time! You don’t want to suddenly lose your ability to breathe underwater midway through exploring, that can make enemies chasing you or traps preventing you from leaving much more lethal and pressing. Plus, you can always try to resell, trade, or gift away the cloak once the mission is done, gold spent on spell scrolls, potions, or learning a ritual can’t be recouped.
It’s certainly not a cloak for everyone, but that doesn’t mean that it doesn’t have a spot in some games.

Also, I personally think it is one of the coolest looking D&D cloaks on this list with the gray and gold aesthetic.

D&D Cloak

Manta Ray Cloak; Credit to D&D Beyond

Which are your favorite Magical D&D Cloaks? 

There’s a such a variety of D&D cloaks here, it’s probably hard to pick one. The Arachnida, bat, and hell hound cloaks all seem they’d like they’d be fun and edgy or menacing. The billowing cloak or cloak of many colors seem like they’d appeal to the larper or person who loves fantasy costuming. The majority of these magical D&D cloaks, such as the Cloak of Displacement, Elvenkind, Protection, and Invisibility, would all be of practical use in a game.

Feel free to write me about your favorite(s) in the comments below and include any actual game scenarios, if you wish.

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4 Comments

  1. what about cloak of stars?

    Reply
    • Hi Gryffyn, I looked it up…its a robe of stars. You gave me the idea to write about D&D robes.

      Reply
    • Thanks for suggesting Cloak of Stars. I’ll look into adding it!

      Reply
  2. can you add more and the oics from the books and real game

    Reply

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