Wondrous Item
Legendary
You may activate the Mask as an action, expending 1 charge. The mask has a number of charges equal to your proficiency bonus. Charges reset at dawn. When activated, roll 1d4 to determine the category of effect:
Spell Effect
Terrain Alteration
Polymorph Effect (target chosen before roll)
Wildcard Chaos
Then, roll an additional die to determine the specific effect based on the chart for that category. Each category table includes 10 effects, rolled on a d10.
Effect Category Tables
1. Spell Effects (Roll 1d10)
1. Mishap Spark – You cast Magic Missile at yourself, no save. 3 darts of shame.
2. Backfire Bolt – You cast Firebolt at a random target (ally/enemy) within 30 ft.
3. Sparkly Shield – You cast Shield, but your AC sparkles like a disco ball (taunt all enemies nearby).
4. Mage Hand Parade – You summon 3 Mage Hands with glitter and loud noisemakers. They help lift allies or throw pies.
5. Feather Fall – Auto-casts on up to 3 creatures of your choice.
6. Minor Mirror – You cast Mirror Image on yourself, but your clones insult you constantly (no penalty).
7. Invisibility – You turn invisible until you attack, cast a spell… or sneeze.
8. Haste – You cast Haste on yourself for 1 minute, no concentration required.
9. Wall of Leaves – You cast Wall of Force, but it’s made of autumn leaves and sings softly.
10. Mass Suggestion – Enemies must make a DC 15 Wis save or be compelled to applaud you for 1 minute, unable to take hostile actions.
2. Terrain Effects (Roll 1d10)
1. Oil Slick – 20-ft area becomes slippery; all creatures must save or fall prone (including you).
2. Foggy Fumble – Dense fog in a 20-ft radius gives all attacks disadvantage—except Homura’s laughter, which echoes louder.
3. Sticky Candy Floor – Ground becomes sticky; no dashing allowed. Smells like peach taffy.
4. Reverse Room – Gravity flips in a 10-ft cube, causing minor chaos for 1 round.
5. Bouncy Field – The terrain becomes springy. All jump distances are tripled.
6. Moonlight Grove – Area glows with moonlight; allies in it heal 1d6 per turn.
7. Mossy Comfort Zone – Creatures in a 20-ft patch gain advantage on saving throws vs fear and charm.
8. Blazing Autumn Vortex – Spinning leaves deal 2d8 radiant damage to enemies in a 15-ft radius.
9. Silent Theater – Area becomes magically muted. All attacks have advantage due to eerie calm and focused tension.
10. Homura’s Funhouse – Terrain warps into a chaotic carnival. All movement is unpredictable; enemies make Dex saves each turn or trip. You - and allies ignore this effect.
3. Polymorph Effects (Roll 1d10)
Target one creature within 60 ft. They become this for 1 round unless they succeed a DC 15 Cha save.
1. Rock – The target becomes a rock. It’s just a rock. They’re stunned for 1 round.
2. Inflatable Tube Man – The target wobbles violently, gaining disadvantage on attacks but +2 AC.
3. Origami Crane – Target becomes a fragile flying paper crane (10 HP, fly 30).
4. Red Panda – Target becomes a cute animal. No combat actions, but everyone wants to protect it.
5. Loud Lute – Target becomes an enchanted musical instrument. Nearby creatures gain +1 to attacks while it plays.
6. Lego Golem – Target becomes a clicky plastic version of themselves; resistant to bludgeoning, vulnerable to fire.
7. Glowing Lantern – They emit 20-ft bright light and can’t be hidden.
8. Magic Train Car – Gains 30 ft of trampling speed; deals 2d10 if it charges in a straight line.
9. Tengu Statue – Becomes a noble statue; immune to damage and heals 5 HP per round.
10. Homura Clone – Target gains temporary illusion powers; can cast Mirror Image and Silent Image once.
4. Wildcard Effects (Roll 1d10)
1. Panic Swap – You and a random creature switch places instantly.
2. Bubble Prison – You become encased in a floating bubble for 1 round. Immune to damage, but can’t act.
3. Mustache Manifestation – All nearby creatures gain a glorious mustache. Allies get +1 to Charisma checks.
4. Time Stutter – You take an extra turn immediately, but speak only in reverse during it.
5. Enchanted Tea Party – A table and chairs pop up mid-combat. Allies within 10 ft regain 1d8 HP and feel cozy.
6. Wings of Yarn – You sprout wings made of yarn and can fly 30 ft/round. Fall safely after 1 minute.
7. Illusory Double Trouble – You gain a clone that mimics your attacks (50% real, 50% illusion).
8. Starlight Blink – Teleport 60 ft and leave behind a burst of sparkling radiant damage (2d6 to enemies).
9. Homura’s Blessing – You gain +2 to AC and saving throws for 1 minute. Your eyes glow eerily.
10. You Become the Mask – Your face becomes Homura’s. For 1 minute, you roll on this table at the start of every turn without using charges.
Wondrous item, rare (requires attunement by a spellcaster or someone proficient in Charisma-based checks)
This ornate mask—carved from pale wood and adorned with maple leaves and swirling motifs—radiates the playful madness of the spirit Homura. When worn, the mask bonds to the user's face during use, causing brief shifts in facial structure, voice, and emotional state.
Comments