Mask of Sloth Wonderous item, artifact, requires specific attunement process

The mask depicts an ancient evil, the devil lord of sloth. When on its own, the mask is plain enough to not draw attention to itself, but is notable for its sleepy visage.

While Wearing the Mask... The mask can be either visible or invisible. You can switch visibility as a free action. An invisible mask can be seen with truesight.

The voice of the devil whispers in your ear while you wear the mask. You have a new flaw: "I refuse to take on any responsibilities, foisting them on others if need be."

For each point of Intelligence you lost while attuning the mask, you gain one point of Wisdom.

The devil inhabits your dreams. You take the higher of two results when expending hit dice to heal during short rests, and recover an extra hit die during long rests.

Instead of taking a movement action on your turn, you can have yourself and all hostile creatures who start their turn within 5 ft. of you fall under the effects of the spell Slow until the start of your next turn. Attunement To attune to the mask, the wearer must pass three contests over the course of an hour. Each attempt takes ten minutes to perform and requires the wearer's total focus. If the mask wins the contest it causes the wearer to suffer as listed below and either re-attempt the check or give up on attuning the mask. Attunement Contests Contest Cost of Failure Intelligence

(vs +0) Suffer 2d6 psychic damage. The devil pries a confession from your lips of responsibilities you've neglected. Wisdom

(vs +5) Suffer 3d6 psychic damage. devilish whispers threaten to drive you mad, stealing a point of your Intelligence. Constitution

(vs +3) Suffer 4d6 psychic damage. You age rapidly one year older, and suffer a level of exhaustion. Mask of Pride Wonderous item, artifact, requires specific attunement process

The mask depicts an ancient evil, the devil lord of pride. The visage depicted on the mask has perfect proportions that nethertheless feel sinister.

While Wearing the Mask... The mask can be either visible or invisible. You can switch visibility as a free action. An invisible mask can be seen with truesight.

The voice of the devil whispers in your ear while you wear the mask. You have a new flaw: "I firmly believe that I am superior to all beings, and am on equal footing with gods. I do not abide those who disrespect me."

For each point of Wisdom you lost while attuning the mask, you gain one point of Intelligence.

You can refuse to accept failure on skill checks. After you roll but before receiving the result, your DM may allow you to expend hit points to add them to the result.

Once on your turn, you may reroll a die that results in a 1 if another creature would witness your failure. Attunement To attune to the mask, the wearer must pass three contests over the course of an hour. Each attempt takes ten minutes to perform and requires the wearer's total focus. Failing a contest causes the wearer to suffer as listed below and either re-attempt the check or give up on attuning the mask. Attunement Contests Contest Cost of Failure Charisma

(vs +0) Suffer 2d6 psychic damage. The devil pries a confession from your lips of things that cause you insecurity/inferiority. Intelligence

(vs +5) Suffer 3d6 psychic damage. Devilish whispers threaten to drive you mad, stealing a point of your Wisdom. Strength

(vs +3) Suffer 4d6 psychic damage. You lose all respect for one of your party members. If they want you to respect them again, they must earn back your respect.

Mask of Lust Wonderous item, artifact, requires specific attunement process

The mask depicts an ancient evil, the devil lord of lust. It inspires an alluring curiosity, and mimics signals of good health such as flushed cheeks and a pleasant scent.

While Wearing the Mask The mask can be either visible or invisible. You can switch visibility as a free action. An invisible mask can be seen with truesight.

The voice of the devil whispers in your ear while you wear the mask. You have a new flaw: "I cannot resist any manner of hedonistic luxury, in fact I seek them out."

For each point of Constitution you lost while attuning the mask, you gain one point of Charisma.

The devil's seductive features are now yours. You have advantage on Charisma (Persuasion) checks.

As a reaction whenever you attack or are attacked by a humanoid, you may seduce it. Unless it succeeds on a Wisdom contest, it is charmed for one round. You may only have one creature seduced this way at a time. Attunement To attune to the mask, the wearer must pass three contests over the course of an hour. Each attempt takes ten minutes to perform and requires the wearer's total focus. Failing a contest causes the wearer to suffer as listed below and either re-attempt that contest or give up on attuning the mask. Attunement Contests Contest Cost of Failure Dexterity

(vs +0) Suffer 2d6 psychic damage. A wave of forbidden pleasure flows over you, causing you to confess a taboo you wish to break. Charisma

(vs +5) Suffer 3d6 psychic damage. Devilish whispers threaten to drive you mad, stealing a point of your Constitution. Wisdom

(vs +3) Suffer 4d6 psychic damage. You contract a disease that causes a persistent swelling, itching, and smelling of your groin for one week. Anyone you sleep with during this time also contracts the ailment. Mask of Gluttony Wonderous item, artifact, requires specific attunement process

The mask depicts an ancient evil, the devil lord of gluttony. The cheeks have a supernatural stretch to them, and the jaw can hinge uncomfortably wide.

While Wearing the Mask... The mask can be either visible or invisible. You can switch visibility as a free action. An invisible mask can be seen with truesight.

The voice of the devil whispers in your ear while you wear the mask. You have a new flaw: "I have both a literal and figurative hunger that cannot be satiated."

For each point of Charisma you lost while attuning the mask, you gain one point of Constitution.

Your gut has the steel of the devil. You have advantage on Constitution checks and saving throws.

You can make a single bite melee attack each round. On a hit the target suffers 2d6 + your Constitution modifier of piercing damage and you heal for half that much. Attunement To attune to the mask, the wearer must pass three contests over the course of an hour. Each attempt takes ten minutes to perform and requires the wearer's total focus. Failing a contest causes the wearer to suffer as listed below and either re-attempt the check or give up on attuning the mask. Attunement Contests Contest Cost of Failure Dexterity

(vs +0) Suffer 2d6 psychic damage. The devil pries a confession from your lips of a vice you've been tempted by in the past. Constitution

(vs +5) Suffer 3d6 psychic damage. Devilish whispers threaten to drive you mad, stealing a point of your Charisma. Strength

(vs +3) Suffer 4d6 psychic damage. You frantically consume your most prized possession, your jaw contorting to fit it. You can retrieve the object after you pass it.

Mask of Greed Wonderous item, artifact, requires specific attunement process

The mask depicts an ancient evil, the devil lord of greed. It is formed of expensive metals and adorned with rare gems. Valuables placed against the mask vanish if left unattended.

While Wearing the Mask... The mask can be either visible or invisible. You can switch visibility as a free action. An invisible mask can be seen with truesight.

The voice of the devil whispers in your ear while you wear the mask. You have a new flaw: "I hoard wealth like a miser, and I will do anything that will grant me more money or power, including betraying my friends."

For each point of Strength you lost while attuning the mask, you gain one point of Dexterity.

The devil's keen eyes are yours. You have advantage on Wisdom (Perception) checks, and can accurately assess the monetary value of objects or creatures.

When one of your melee attacks succeeds by 5 or more, you may take an object in the possession of the target. Your DM chooses what object(s) are available to take. Attunement To attune to the mask, the wearer must pass three contests over the course of an hour. Each attempt takes ten minutes to perform and requires the wearer's total focus. Failing a contest causes the wearer to suffer as listed below and either re-attempt the check or give up on attuning the mask. Attunement Contests Contest Cost of Failure Charisma

(vs +0) Suffer 2d6 psychic damage. The devil pries a confession from your lips of what you would obtain for yourself if you were obscenely wealthy. Dexterity

(vs +5) Suffer 3d6 psychic damage. Devilish whispers threaten to drive you mad, stealing a point of your Strength. Intelligence

(vs +3) Suffer 4d6 psychic damage. You take 6% of your money from its pouch and the mask sends it to the abyss. Mask of Wrath Wonderous item, artifact, requires specific attunement process

The mask depicts an ancient evil, the devil lord of wrath. War paint streaks across the cheekbones, and crimson tears swell in the eye sockets.

While Wearing the Mask... The mask can be either visible or invisible. You can switch visibility as a free action. An invisible mask can be seen with truesight.

The voice of the devil whispers in your ear while you wear the mask. You have a new flaw: "I have a short temper, and react violently when angered, even by friends."

For each point of Dexterity you lost while attuning the mask, you gain one point of Strength.

Your eyes burn with devilish fury. You have advantage on Charisma (Intimidate) checks.

As a reaction when you are damaged by a spell or attack, you can swear vengance. On your following turn, you can make an extra attack against the source of that spell or attack. This doesn't require an action. Attunement To attune to the mask, the wearer must pass three contests over the course of an hour. Each attempt takes ten minutes to perform and requires the wearer's total focus. Failing a contest causes the wearer to suffer as listed below and either re-attempt the check or give up on attuning the mask. Attunement Contests Contest Cost of Failure Dexterity

(vs +0) Suffer 2d6 psychic damage. The devil pries a confession from your lips of how you would destroy someone who wronged you. Strength

(vs +5) Suffer 3d6 psychic damage. Devilish whispers threaten to drive you mad, stealing a point of your Dexterity. Constitution

(vs +3) Suffer 4d6 psychic damage. You attack a nearby creature with your most formidible attack. If there are no nearby creatures, you attack yourself.