This crude stone mask was worn by an ancient drow noble who had mastered the ways of diplomacy and stealth. It is covered in tiny swirls of black crystal indentations and bears an ever-present grin.
Dormant
Any spells cast with the mask use charisma as the spellcasting modifier.
- Whilst wearing The Mask your charisma increases to 21 if it is not already 21 or higher.
- Whilst wearing the mask any people not aware of you wearing it think of you as a different person, unique to the mask.(Like how the Gray Cowl of Nocturnal Works in The Elder Scrolls)
- Bewitching Visage: You learn the spell Charm person and can cast it twice per day at 2nd level without expending a spell slot.
- Dark Diplomacy: You learn the Tongues Spell and can cast it once per day without expending a spell slot.
Awakened
When a character awakens The Mask of The Envoy, apply the following changes to the item’s traits:
- Whilst wearing The Mask your charisma increases to 23 if it is not already 23 or higher.
- Antagonist's Favour: You have advantage on charisma checks made to persuade or deceive others.
- Masked In Shadows: You Learn the Greater Invisibility spell and can cast it once per day without expending a spell slot.
Exalted
When a character exalts The Mask of The Envoy, apply the following changes to the item’s traits:
- Whilst wearing The Mask your charisma increases to 25 if it is not already 25 or higher.
- Shadowed Blessing: You can use this ability to cast the Mass Suggestion Spell once per day.
Notes: As per the rules for Vestiges of Divergence in Matthew Mercer's Tal'Dorei Campaign Setting, when and how a Vestige will advance in power is up to the discretion of the DM. Often these moments will come in times of crisis or desperation, or personal distress. Or perhaps it will occur as the character develops personally, or completes an accomplishment of some kind. As the man himself says, "Allow the organic narrative moments you feel may exemplify such an advancement to occur, and tailor your triggering moment accordingly"
Notes: Requires Attunement By a Non-Lawful Character, Damage, Combat
Previous Versions
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