1. Objects

Mask of Whispers

Balancing Magic Item

Flavor

The half mask has always been a symbol amongst spies. A reminder that a spy never reveals or hides the full extension of the truth but always had to carefully choose the part.

Benefits

Whispers of Terror. At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute and describe a frightful event or person, you can attempt to seed paranoid rumors in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be inclined to spread rumors about that event or person. Over the next hour, the creature will attempt to spread the rumors to its best of capabilities.

If the target succeeds on its saving throw, the target has no hint that you tried to implant rumors.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Psychic Blades of Terror. In addition to the Psychic Blades' effects, the creature you hit is also Frightened of you unless they succeed on a Wisdom saving throw. Your next ally that hits that creature, deals an extra 2d6 psychic damage. This damage increases alongside your Psychic Blades' damage.

Level 6

Mantle of Shady Whispers. In addition to the 6th level feature's effects you gain the following:

  • When you use your action to wear the mantle, you gain temporary hit points equal to 10 or 4 times the CR of the shadow's creature, whichever is higher.

  • When you use your action to wear the mantle, you also gain one feature, spell or two proficiencies (one armor, one weapon) that the creature had and you do not. Armor proficiencies gained that way, allow you to ignore the Strength requirements of armors. You lose access to what you gained once the shadow disappears.

  • When the mantle expires, you absorb it, transforming into magical resources. You regain 1 spell slot of level equal to your proficiency bonus.

Level 14

Shadow Lore Prophet. Whenever you make a Charisma (Intimidation) check, treat any roll of 9 or lower as a 10.