The ensemble is comprise of a mask, a pair of gloves, a light armor, and a pair of boots. Attuning to different parts of the same ensemble counts as only one attunement. When attuned to all the elements of the ensemble, you can the following benefits.
Self Inspired: The 1d4 bonuses of the ensemble increase to 1d6.
Bamf!: You know the spell blink and you can case it once without using a spell slot. You regain the uses of this feature at dawn
Fools' Jest: Once per turn, whenever you fail a skill check, an attack roll or a saving throw, you can choose to inspire an ally as per the Bardic Inspiration ability. If you have no bard level, the inspiration is a d6. Otherwise it is equal to your inspiration die. You can use this feature a number of times equal to your proficiency bonus, and you regain the ability to do so after a long rest.
Mask | While Wearing this mask. you are imbued with a spark of the feywild and its jolly spirit. Whenever you make a saving throw against the charmed or frightened condition, you can add a d4 to the roll In addition, the mask can't be removed from your face against your will, and you cannot be forced to reveal your true name, even by magic means, nor can your identity be learned by divination. If a creature tried to read your thoughts, all it finds are endless laughter and fart noises.
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Armor | +1 studded leather armor 13+ dex This armor helps your nimble movements and other somersaults to avoid being hurt, turning you into an escape artist: Whenever you make a Dexterity saving throw against an area effect or a check to avoid or escape the restrained or grappled condition, you can add a d4 to your roll and move 10ft. This movement doesn't provoke attacks of opportunity, and you must move away from the source area that forced you to make the roll |
Gloves | These gloves are perfect for jugglers and magicians. You gain access to two tiny extradimensional spaces, which you can use to store or summon one single tiny object that you can touch as a free action. Only one object as a time can be stored in each space. If you store a second one , the first is expelled into your hand. In addition you can take the attack action when you have at least one free hand and summon a magical dagger in your hand as part of each attacks, then the dagger disappears. If both your hands are free when you use this feature, you can use your bonus action to make an additional attack in this manner. If a magic dagger is stored in one of your pocket spaces, you can summon this one instead. |
Boots | While wearing these boots, you gain a gift for tumbles, gymnastic figures and other such movements: Whenever you make an acrobatic skill check, you can add a d4 to the roll. You also gain resistance to fall damage and when you fall or are knocked prone, you can use your reaction to land on your feet instead. If you are prone, getting up only costs 5ft of your movement. In addition you know the spell Misty Step. You can cast it once without using a spell slot, and you regain the ability to do so at dawn. |