Wondrous Item, rare (requires attunement)

This painted mask appears to be carved from wood. When activated by putting it on as an action, the Aspect of Beasts gives the wearer an animal instinct and an "aspect", some abilities related to a corresponding beast. If the wearer resists the instinct, they can expend a bonus action to make a DC 14 Wisdom save to throw off the instinct along with the aspect. If the wearer fails the save or chooses not to make it, they suffer disadvantage on any actions they take which do not correspond to the instinct. The effect continues until the wearer successfully saves or someone else removes the mask. If the mask is removed while its effects are active, the wearer takes 7 (2d6) psychic damage.

The mask works its magic on anyone who puts it on, but an attuned wearer may select the instinct/aspect, whereas an unattuned wearer is affected by a random result.

Instincts and Aspects:
1. Instinct to Hunt - The wearer is driven to pursue and attack prey. While affected by the Hunt instinct, the wearer may not speak. Aspect of the Wolf: The mask enchants your melee attacks so they each do 1d6 additional damage. You may also Pounce: If the wearer moves at least 15 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is knocked prone or was already prone, the wearer can make one additional melee attack against it as a bonus action.
2. Instinct to Hide: The wearer is driven to avoid detection by concealment, distraction, or other means. While affected by the Hide instinct, the wearer may not take the dash action or otherwise move farther than their speed in a single round. - Aspect of the Chameleon: The mask enhances the wearer's hiding ability, giving advantage on Stealth checks.
3. Instinct to Protect: The wearer is driven to protect their allies from harm, even at the expense of their own safety. While affected by the Protect instinct, the wearer may not use the Dodge action. - Aspect of the Bear: When a creature you can see attacks a target other than you within 5 feet, you can use your reaction to impose disadvantage on the attack roll.
4. Instinct to Rest: The wearer is driven to rest and relax. While affected by the Rest instinct, the wearer may not make attacks or use the dash action. - Aspect of the Sloth: While resting without moving or taking any actions, the wearer recovers 1 hit point per round. The wearer gains the benefits of a short or long rest in only half the normal time.
5. Instinct to Fly: The wearer is driven to move quickly, usually away from a threat. While affected by the Fly instinct, the wearer must move at least 10 feet away from their starting position each round. - Aspect of the Swift: Through increased jumping ability and magical levitation, the wearer gains the ability to fly up to 15 feet as part of their movement. They must return to solid footing by the end of their turn. In addition, the wearer's speed increases by 10 feet.
6. Instinct to Court: The wearer is driven to draw attention to themselves, appear desirable, and make romantic advances toward others. While affected by the Court instinct, the wearer may not use the Hide action or otherwise conceal themselves. - Aspect of the Peacock: The wearer has advantage on all Charisma checks and Charisma saving throws.

 

Notes: Utility, Headwear, Outerwear, Eyewear

Item Tags: Utility Headwear Outerwear Eyewear

bobhopp

Comments

Posts Quoted:
Reply
Clear All Quotes