Masks are cool! Masks are fun! They’re not something you wear normally, but the fact that someone wears them makes that person special in some kind of way. This was originally going to be only 5 Magical Items, but then I started remembering the movie the Mask… so I knew I had to make my own rendition of it.
If you'd like to visit some of my other works in the series, check out the foolish fey, the crazy carnival, the gooey slimes, the alien great old ones, the hellish devils, the dark drow, and finally the creepy hags. Hope you enjoy!
Mask of Changing Expressions
Wondrous Item, Common
Many find it difficult to express their emotions when they wear their masks. That is not so when it comes to the Mask of Changing Expressions.
When you wear the Mask of Changing Expressions, the face of the mask changes to reflect your emotions. When angry, the mask glows hot-red while its eye-slits downturn and narrow. When happy, the mask is tinted a peaceful green. When confused, the mask’s eye-slits turn into cartoonish swirls, and so on.
Wondrous Item, Uncommon
This mask has a line down the middle, splitting the mask into two halves. The left half is pale and white, while the right half is dark and black.
When worn, you may cast alter self as a spell targeting yourself. There’s no concentration requirement. When you use this ability, you may not do so again until you complete a long rest.
Wondrous Item, Rare
This featureless mask is nothing but a white oval with holes for eyes and a remarkably tough string for tying.
Upon donning the mask, you may spend ten minutes meditating. At the end of the meditation, you become utterly generic and unremarkable. Your face and build is like other members of your race and gender, but is supremely average. Wisdom (Perception) checks to notice you in a crowd are made at a -10 penalty. You have disadvantage on Charisma (Persuasion) and Charisma (Intimidate) checks. People have a difficult time remembering you, even if you spoke to them at length. Divination effects to identify or otherwise locate you automatically fail.
The Burned Mask
Wondrous Item, Very Rare (Requires Attunement)
This black, wooden mask is shriveled and brittle, like a slab of a tree that managed to survive an intense flame. Heat emanates from it as if it were a warm, beating heart.
When you wear the Burned Mask, you have resistance to fire damage. If you have resistance to fire damage from another source, you instead have immunity to fire damage.
As an action, you may turn into a fiery cloud of infernos -- the Burned Mask acting as a face -- for 1 minute. During this duration, you have resistance versus non-magical bludgeoning, piercing and slashing damage. You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 4d6 fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 4d6 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 4d6 fire damage at the start of each of its turns. You may still attack and interact with your inventory as per normal. When interacting with flammable objects, you may choose not to ignite objects. When you use this ability, you may not do so again until you complete a long rest.
The Decaying Mask
Wondrous Item, Legendary (Requires Attunement)
Ancient and rotting, this disgusting mask is teeming with maggots and grubs poking holes through the rusting wood. To place it on one’s face is to make direct contact with worms and other corpse-scavengers.
When worn, mindless undead will not attack you unless provoked. Creatures cannot benefit from magical effects that heal within 60 feet of you. All creatures within 60 feet of you with Regeneration have their Regeneration suppressed. In addition, when you would take necrotic damage, it instead heals you an equal amount.
The Green Mask
Wondrous Item, Artifact (Requires Attunement)
No one quite truly knows how the origins of the Green Mask. Some say it was created by a trickster god, others say it was from an ancient tribe that hexed and cursed a slab of wood, others still believe it was formed from nothing -- simply existing before time. Many realize that its origins don’t matter for, either way, the Green Mask is still a force of pure evil.
The Green Mask appears innocent, a wooden mask wholly painted a sickly-bright green. It is when one dons the mask, that malevolence truly strikes. The green wood then starts to meld with its wearer’s skin, turning their entire head an emerald-colored flesh. Then their eyes bug out, becoming comically large and wide. Finally, their mouth eerily stretches into an exaggerated and wicked smile.
Whenever a non-evil creature wears the Green Mask, that creature must make a DC 17 Charisma save. On a failed save, the creature's alignment changes to chaotic evil. As soon as the creature is un-attuned to the mask, their alignment changes back.
Evil creatures within 100 feet of the Green Mask must make a DC 15 Charisma save every round. On a failure, they will -- for 1 minute -- only have a singular purpose to reach the mask and don it.
Random Properties. The Green Mask has the following random properties:
Bending Reality. You gain the following benefits.
Curse. The Green Mask bears a curse that afflicts any mortal that becomes attuned to it. If the attunement ends, the curse’s effect ends. Your actions become increasingly more wild and depraved. Whenever you willingly do a good deed, you must make a DC 17 Charisma save or suffer 5d6 psychic damage on a failure. Each good deed you do afterwards will incrementally increase in pain. The next time you willingly do a good deed, you must make a DC 17 Charisma save or suffer 6d6 psychic damage on a failure. The next time will be 7d6 psychic damage, and so on.
No spell or ability can remove the Green Mask’s curse other than a wish spell, and even that only does so temporarily. After one week, the curse becomes active once more.
No creature can voluntarily remove the Green Mask or unattune themselves from it without a DC 17 Charisma save. On a failure, the creature will continually wear the mask for the next week, which they can then remake the save.
Destroying the Mask. The Green Mask can only be destroyed with a combined act of great arcane power. This manifests itself as a week-long ritual requiring ten spellcasters. At least one spellcaster needs to be able to cast a ninth-level spell. Upon completion of the ritual, the Green Mask implodes in a great burst of eldritch energies and kills all the spellcasters involved in the ritual.
As an alternative, one may instead cast the gate spell and name the Green Mask. A small vortex appears from thin air, sucking the Green Mask into its depths. After 1d100+60 years, the Green Mask will appear at a random spot on the Material Plane.
[At the GM’s discretion, the creature donning the mask must call out, “SSSmokin’!” every time they kill a creature or lose all the benefits of wearing the Green Mask.]
A man of few talents but many words, Pip began his foray into tabletop when he was a wee child and continues even now as a wee adult. He writes primarily for his preferred system: Dungeons and Dragons Fifth Edition!