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Armor (Light or Medium), Rare (Requires Attunement)

Space itself seems to bend around this armor, hiding the wearer even in plain sight. You gain a +1 bonus to your AC against creatures who lack Blindsight, Tremorsense, or Truesight. Additionally, other creatures have disadvantage on Wisdom (Perception) checks made against you. 

Uncanny Cloaking. You can take a Magic Action to gain the Invisible condition for 10 minutes or until you end it early on your turn (no action required). A creature that is aware of you can make a DC 17 Perception check. On a success, the creature can see you normally for the next minute and you become aware of that creature. A creature with Truesight succeeds automatically. You can’t use this property again until you finish a Long Rest.

Curse: Perception Hunter. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse.

Whenever a creature succeeds on a Wisdom (Perception) check made against you while you are hiding, you must make a DC 15 Wisdom Saving throw. On a failure, you are filled with a compulsion to hunt and kill the creature that perceived you. You must use your turn to move close enough to the creature to attack it until the target is reduced to 0 hit points or incapacitated. If another creature perceives you and you fail your Saving Throw for that creature, it becomes the new target of your compulsion. You can repeat the Saving Throw at the end of your turn, ending the compulsion on a success. Once you succeed on your Saving Throw, you are immune to this curse’s effects for the next 24 hours.

This rough leather continues to hum and vibrate with a curious energy long after being tanned and preserved, always cloaking its wearer in a fog of imperceptibility.

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