The Rose Mask is an exquisite artifact, its form a harmonious fusion of elegance and dread. Crafted from an otherworldly material, its surface boasts intricate patterns that seem to writhe and pulse with unseen energy. The mask itself bears the likeness of a blooming rose, with delicate petals unfurling to reveal a sinister core. Its hues of crimson and ivory interplay in a dance of beauty and menace, evoking both allure and apprehension to those who dare to gaze upon it. Yet, beneath its alluring facade lies a palpable aura of power, a whisper of ancient magic that hints at the perilous depths of its potential. Adorned with thorns that glint ominously in the light, the Rose Mask exudes an undeniable presence, drawing the eye with its bewitching allure while silently warning of the dangers that lie within.
The Rose Mask has an ability called Aroma, with many different subtypes that can be chosen between upon activation of the ability.
Aroma can be casted as a bonus action or action depending on the strength of the Aroma, on its own, the Aroma lasts for 1 minute and after that, it and all of its effects dissipate. Aroma has many subtypes, the subtype is chosen upon casting the ability, each subtype has its own unique effects and strengths. All Aromas start out in a 10ft radius around you, expanding out 5 feet every 2 turns they’re active.
Dazzling Aroma- this aroma is cast as an action, any enemy caught in the Aroma must make a DC 15 constitution saving throw, on a failed save, the enemy is immediately stunned until the end of the user’s next turn. Any attacks or saving throws made against the enemy have advantage and those same throws have disadvantage from the enemy until the Aroma dissipates. At any time, the enemy may remake the saving throw to resist the effects of the Aroma.
Alluring Aroma- this aroma is cast as a bonus action, any ally caught in the Aroma gets advantage to all charisma based checks and saving throws, and enemies have disadvantage on charisma based checks or saving throws against them.
Energizing Aroma- this aroma is cast as an action, any ally caught in this Aroma is immediately given 2d10 temporary hit points. Allies caught in this Aroma also gain advantage on all constitution based checks or saving throws. Allies hit while in effect of this Aroma are able to take 1d12 hit dice off of the damage they take. Allies who remain in the Aroma are given 1d6 healing each turn they stay.
Deadly Aroma- this aroma is cast as an action, any enemy caught in this Aroma is immediately hit with 1d10 poison damage, and force to make a DC 16 constitution saving throw, taking 4d10 poison damage on a failed save and half as much on a successful one. Any enemy who fails the saving throw is given disadvantage on future strength and dexterity checks and saving throws until the Aroma dissipates. Any enemy affected by it can retake the saving throw to resist the effects of the Aroma.
The Rose Mask can also harness the power of razor sharp rose petals that are created by the user’s mind, these petals have many abilities.
Rose petals can be shot out individually up to 4 times in a turn, or they can be used to do many special abilities. On their own, each rose petal is razor sharp, dealing 1d8 piercing damage each individually. Every cast of any of the Rose Petal’s special abilities are casted as an action. If any of the Rose Petals were to pierce an ally, that ally would be healed for 1d8, they can be healed this way once per turn.
Bloody Wind- this ability creates a powerful whirlwind of Rose Petals in a 10ft radius around the user, any enemy caught up in this whirlwind must make a DC 16 constitution saving throw taking 8d8 slashing damage on a failed save, or half as much on a successful one. The damage caused by the whirlwind is repeated every turn the whirlwind is active. The whirlwind lasts for 3 turns. The whirlwind creates a red smoke as it spins, and for the second turn, all enemies in the radius become blinded.
Petal Shift- this ability allows the user to take any target within 100 ft of the user including the user themself, and shift that target to any other location within 100 ft of the user. Any creature that is shifted this way to a space close to another creature, that creature may make an opportunity attack against that creature. If an enemy is shifted with this ability, they are immediately given disadvantage on attack roles until their next turn.
Imbued Petal- this ability allows the user to form a rose petal in the user’s hand and imbue it with different damage types to give it special properties, this rose petal can then be thrown or released and will activate on impact and trigger the petal’s unique imbuement effect. The petal can be targeted to any location within 50ft of the user. Any creature targeted by the petal must make a DC 16 dexterity saving throw.
- The first Imbuement effect is the fire imbuement, which will turn the petal into an explosive that will detonate on impact. Any creature within 15ft of the detonation take 8d6 fire damage and are knocked away 5ft by the force.
- The second Imbuement effect is the lightning imbuement, which will turn the petal into a conducting petal that will deal 6d8 lightning damage to its primary target, and then an additional 3d8 to 2 other targets in a 30ft radius around the target enemy.
- The third Imbuement effect is the poison imbuement, which will turn the petal into a gas bomb that will create a 20ft radius poison cloud around it that forces all creatures in its radius to make a DC 16 constitution saving throw or take 8d8 poison damage, taking half as much on a failed save.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
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