I’m crazy far behind on this. It’s like I had three major projects due, emergency travel, and just some plain ol’ bad luck or something since the last update. Still, I’m trudging ahead. To trudge. Today brings us the second of two magic items, the first being the Crow’s Call, the Veiled Mask.
The story behind the Veiled Mask is tied to the concept of “passing beyond the veil,” which usually means dying, and “parting the veil” which is a common phrase for a spiritual or sensory awakening. This built-in duality appealed to my sense of design, in that it could easily afford choice as part of the theme. It also helps that these phrases, when used together, usually means uncovering the mysteries of life and death. In short, a pre-made Halloween theme, and one that lends itself to a literal interpretation.
The Veiled Mask
Wondrous item, very rare (requires attunement)
This mask is a simple black iron mask that has a long, gossamer veil attached to it. While the veil remains drawn over the mask, you gain advantage on saving throws for the frightened and paralyzed conditions, and any Life Drain-based saving throw. You also have resistance against attacks that lower your maximum hit points, but are not saving throw based, such as the bite of a vampire. When you suffer damage from such an attack, a target of your choice within line of sight regains that many hit points. If the attack would reduce you to 0, the target would instead gain twice the damage dealt to you, instead. This ability may only be used once per long rest.
While the veil is parted, you gain resistance against poison and necrotic damage, advantage on saving throws against the charmed and poisoned conditions. As an action, you may attempt to drain the life of a target. Your next attack deals an additional 3d8 necrotic damage, and the target must succeed on a DC 15 Constitution saving throw. If the target fails the saving throw, its maximum hit points are reduced by that amount, and you recover half that many hit points. If the target is reduced to 0 by the damage, you recover the total amount, instead. If the target succeeds on the saving throw, it takes half damage, and you recover no hit points. This ability may only be used once per long rest.