Masks of the Sacred Beasts
Alter: These dark ceramic and gold masks are fashioned after animals that are sacred in certain cultures. Each mask's appearance and properties are based on the sacred beast it represents. While attuned to a mask, you can end your attunement to it and attune to a different one over the course of a minute, instaead of over the course of one or more short rests.
Crocodile: While wearing a crocodile mask, you gain a swimming speed of 30 feet and can hold your breath for up to 10 minutes at a time.
Lion: While wearing a lion mask, you have advantage on Perception checks that rely on smell. In addition, your nails extend into claws, turning your unarmed striked with your hands into magic weapons that deal slashing damage with a 1d6 damage die.
Hawk: While wearing a hawk mask, you have advantage on Perception checks that rely on sight, and attacking at long range doesn't impose disadvantage on your ranged attacks. In addition, you may cast feather fall at will, targeting only yourself.
Mule: While wearing a mule mask, your Strength score increases by 2, to a maximum of 22, you count as one size larger when determining your carrying capacity and the weight you can push, drag or lift, and you have advantage on Stregnth and Dexterity checks and saving throws against being knocked prone. In addition, when you hit a Large or smaller creature with a melee weapon attack, you can use a bonus action to force that creature to make a DC 16 Strength or Dexterity saving throw (its choice). On a failed save, the creature is knocked prone.
Jackal: While wearing a jackal mask, you have advantage on Perception checks and immunity to necrotic damage.
In addition, you can use an action to fire a beam of deathly green magic from your forehead at a creature you can see within 60 feet of you. That creature must make a DC 17 Constitution saving throw, taking 7d8+30 necrotic damage on a failed save, or half as much on a successful one. Once this property has been used, it can't be used again until the next dusk.
A humanoid killed by this necrotic damage rises at the start of your next turn as a mummy under your control. The mummy acts on its own initiative count. On your turn, you can mentally command the mummy if it is within 120 feet of you and you aren't incapacitated (no action required). You decide what action the mummy takes and where it moves during its next turn, or you can issue it a general command, such as attack your enemies or guard a location.
The mummy remains until you dismiss it as a bonus action, until its reduced to 0 hit points, or until you are no longer attuned to any Masks of the Sacred Beasts, causing it to turn to dust. You can only create and control 1 mummy at a time in this way.
Attunement: Yes
Rarity: Varies
Type: Mask
Cost: Varies
Crocodile: While wearing a crocodile mask, you gain a swimming speed of 30 feet and can hold your breath for up to 10 minutes at a time.
Lion: While wearing a lion mask, you have advantage on Perception checks that rely on smell. In addition, your nails extend into claws, turning your unarmed striked with your hands into magic weapons that deal slashing damage with a 1d6 damage die.
Hawk: While wearing a hawk mask, you have advantage on Perception checks that rely on sight, and attacking at long range doesn't impose disadvantage on your ranged attacks. In addition, you may cast feather fall at will, targeting only yourself.
Mule: While wearing a mule mask, your Strength score increases by 2, to a maximum of 22, you count as one size larger when determining your carrying capacity and the weight you can push, drag or lift, and you have advantage on Stregnth and Dexterity checks and saving throws against being knocked prone. In addition, when you hit a Large or smaller creature with a melee weapon attack, you can use a bonus action to force that creature to make a DC 16 Strength or Dexterity saving throw (its choice). On a failed save, the creature is knocked prone.
Jackal: While wearing a jackal mask, you have advantage on Perception checks and immunity to necrotic damage.
In addition, you can use an action to fire a beam of deathly green magic from your forehead at a creature you can see within 60 feet of you. That creature must make a DC 17 Constitution saving throw, taking 7d8+30 necrotic damage on a failed save, or half as much on a successful one. Once this property has been used, it can't be used again until the next dusk.
A humanoid killed by this necrotic damage rises at the start of your next turn as a mummy under your control. The mummy acts on its own initiative count. On your turn, you can mentally command the mummy if it is within 120 feet of you and you aren't incapacitated (no action required). You decide what action the mummy takes and where it moves during its next turn, or you can issue it a general command, such as attack your enemies or guard a location.
The mummy remains until you dismiss it as a bonus action, until its reduced to 0 hit points, or until you are no longer attuned to any Masks of the Sacred Beasts, causing it to turn to dust. You can only create and control 1 mummy at a time in this way.
Attunement: Yes
Rarity: Varies
Type: Mask
Cost: Varies
Griffons Saddlebag, Vol II
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Mask | Rarity | Cost |
---|---|---|
Crocodile | Common | 2gp |
Lion | Uncommon | 20gp |
Hawk | Rare | 180gp |
Mule | Very Rare | 1800gp |
Jackal | Legendary | ??? |
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