Skrum
2022-02-19, 04:01 PM
I am making a custom magic item to give to the players in an upcoming game, and I'd just like to get some other eyes on it before it sees play. The game isn't going to go higher than 8th, for context on power.
Jester’s Cowl
This carnival mask is brightly colored and adorned with bells. Donning or doffing the mask requires an action, and as long as the wearer is alive it may only be removed by them. All of the mask’s abilities only function while the mask is worn.
Bells: the character has disadvantage on Dexterity (Stealth) checks
Mirth: the character may use the Vicious Mockery cantrip at will. The DC for the spell is 14
The Jester’s Cowl has 3 charges. They may be spent to use the abilities below
Hide and Seek: As an action, the wearer may teleport up to 30 ft. They may bring up to 2 allies in adjacent squares with them. Each character that is teleported in this way is invisible and vulnerable to all damage types until the beginning of their next turn. 1 charge.
Duck Duck Goose: As a reaction to someone within 30 ft taking damage, the wearer may use this ability to reduce the damage by 5d6. Roll a 1d6. On a 6, the attacker (if there is one) takes psychic damage equal to the damage prevented. On a 2, a random target within 30 ft takes psychic damage equal to the damage prevented. On a 1, the wearer takes three times as much psychic damage as was prevented. 1 charge.
Cat’s Cradle: the wearer may cast Hold Person as the spell. If the target breaks the spell by making a saving throw against it, the wearer of the mask is immediately affected by Hold Person, but instead of making saving throws at the end of each of their turns, the effect lasts as many rounds as it affected the target. 1 charge.
Jester’s Cowl
This carnival mask is brightly colored and adorned with bells. Donning or doffing the mask requires an action, and as long as the wearer is alive it may only be removed by them. All of the mask’s abilities only function while the mask is worn.
Bells: the character has disadvantage on Dexterity (Stealth) checks
Mirth: the character may use the Vicious Mockery cantrip at will. The DC for the spell is 14
The Jester’s Cowl has 3 charges. They may be spent to use the abilities below
Hide and Seek: As an action, the wearer may teleport up to 30 ft. They may bring up to 2 allies in adjacent squares with them. Each character that is teleported in this way is invisible and vulnerable to all damage types until the beginning of their next turn. 1 charge.
Duck Duck Goose: As a reaction to someone within 30 ft taking damage, the wearer may use this ability to reduce the damage by 5d6. Roll a 1d6. On a 6, the attacker (if there is one) takes psychic damage equal to the damage prevented. On a 2, a random target within 30 ft takes psychic damage equal to the damage prevented. On a 1, the wearer takes three times as much psychic damage as was prevented. 1 charge.
Cat’s Cradle: the wearer may cast Hold Person as the spell. If the target breaks the spell by making a saving throw against it, the wearer of the mask is immediately affected by Hold Person, but instead of making saving throws at the end of each of their turns, the effect lasts as many rounds as it affected the target. 1 charge.