Goblin Mask

Wondrous item, very rare (requires attunement)

This garish mask is painted in a whimsical parody of a monstrous face (typically a large-eared goblin, but goblin masks can be made to resemble other creatures), with exaggerated features and bright colors.

You can shrink by one size category, as the Reduce option of enlarge/reduce, taking on a childlike appearance for up to 5 minutes. When reduced, your clothing and gear appear as a loose-fitting costume of obviously fake toy weapons, armor, and the like. In this seemingly harmless costumed guise, you gain the ability to feint as a bonus action and gain advantage on your next melee attack roll and on Dexterity (Sleight of Hand) ability checks made to pickpocket items. In addition, non-evil creatures attempting to attack you are overcome with feelings of guilt and protectiveness toward you and miss you purposely if they fail a Wisdom saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus. Creatures do not have to make this saving throw if you attack them in any way.

At any time while reduced in size, you can expend one minute of the remaining duration to shift his guise from a charming costume to a mask of horror as a bonus action. You gain darkvision out to 60 feet and advantage on Dexterity (Stealth) ability checks.

As part of shifting into this horrific guise, you can make opposed Charisma (Intimidate) ability check against the Wisdom (Insight) ability checks of all creatures adjacent to you. If you are successful, they spend their next turn moving as far away from you as possible and have disadvantage on attack rolls against you on their next turns.

Once all 5 minutes have been expended from the mask, you must complete a long rest in order to gain usage of its abilities once again.

Epic Attunement. You can shift your guise from the harmless costumed one to the mask of horror as a reaction instead of as a bonus action. In addition, you gain the ability to attempt to frighten all hostile creatures within 30 feet of you as a bonus action. The hostile creatures must attempt a Wisdom saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus or become frightened of you. Each creature can make a new saving throw at the end of each of its turns in order to end this effect. Once you have used this ability, you cannot use it again until you complete a short or a long rest.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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