Mask of Relentless Fury
A slab of marble broken off in anger by a creature powerful enough to shatter rocks without tools.
This cracked marble mask bears a toothy, unsettling grin. It perfectly fits over its wearer’s face, and though it lacks eyeholes an attuned wearer can see through it without issue.
While wearing this mask, you can’t be blinded , charmed , or frightened , and you are immune to any effect that could be avoided by averting your eyes, such as a medusa’s Petrifying Gaze. Insight checks against you are made with disadvantage .
Using a bonus action, you can enter a fury that makes you far more dangerous. While in a fury, you gain the following benefits for the next minute, until you go unconscious , or until you end your fury willingly (see below):
- You may take an additional action on each of your turns. This action can be used to make a single weapon attack, or to take the Dash or Use an Object action.
- You gain a fury score, which starts at 0 and increases by 1 at the start of each turn. Whenever you take damage, you reduce the damage by your fury score after applying any resistances .
- You ignore the effects of fatigue .
At the start of any future turn, after increasing your fury score, you can choose to end this fury. When your fury ends, you are stunned until the end of your turn. Roll 1d8. If the result is equal to or lower than your fury score, gain fatigue equal to the result. Your fury score then resets to 0.
Curse. If you gain seven levels of fatigue while wearing this mask, you don’t die. Instead, the mask takes control of your body. You clear all exhaustion , then use your turn to move toward the nearest creature and attack. You continue in this rampage, seeking more foes until killed, at which point your attunement ends.
Escalation. Each time you achieve a fury score of 7 or higher and survive, you gain a new property from the following list. For each of these properties you gain, your starting fury score increases by 1.
Marble Flesh. Each time you increase your fury score, your skin hardens, allowing you to ignore the first source of damage you take before the start of your next turn.
Unstoppable. When you increase your fury score you can end one effect on yourself that causes you to become incapacitated .
Witchbane. Choose a classical school of magic. You have advantage on saving throws against spells of that school and related magical effects.