Shifting Visage

-WIP-

This old ritual mask has seen a lot of use throughout the years. As you hold it, you can sense powerful spirits inhabiting it. As you wear the mask, you can feel these spirits attempting to merge with your soul, they give you wisdom and power, but you get an uneasy feeling that your soul could be overwhelmed should you let them in for too long.

Mask Possession
When you first wear the Visage, you can sense distinct powerful spirits among the many that inhabit the mask, and you choose one of these spirits to channel while you wear the mask. In addition, you can spend one hour in a ritual to change which spirit you are channeling through the mask. The spirit inhabits the mask until you switch to another spirit. The spirits you can channel are as follows:

Eziaki - the Oracle: While you channel this spirit you can faintly see the souls of fallen creatures. As a 1 minute ritual, you can see the memories of a dead creature, showing you the last 20 seconds of the creature's life. Any objects that the creature interacted with in this vision cannot be seen if they were more than 10 feet away from the spirit's location, and small details like letters on a page or a door cypher are vague and unintelligible in the vision.

Bhuzog - the Medicine Man: While you channel this spirit you have advantage on Medicine checks to diagnose a disease or illness or to stabilize a dying creature, and you gain advantage on Nature checks to find reagents for poisons and potions, provided that you are uninterrupted for 10 minutes in your search. You also learn how to make a healing salve during downtime. A DC 12 Nature check over the course of a short rest will allow you to create 3 healing salves, or 6 healing salves over a long rest. These salves are applied as a full action and heal 2d4 damage.

Gomah - the Harbinger: While you channel this spirit, as a standard action you can cast Detect Magic at will without expending a spell slot (you must still concentrate on the spell to maintain it). In addition, cantrips that you cast deal an extra hit die of damage.

You only gain these benefits while wearing the mask. The mask is magical in nature; it is uncharacteristically durable and cannot be ignited. If the mask is damaged to the point where it cannot be worn, a craftsman or somebody with access to the Mend cantrip can spend an hour to repair the mask, restoring its magical properties. If the mask is destroyed beyond repair, you can spend a one-day ritual to collect the spirits and recreate the mask. When you acquire this feat, you can choose one spellcasting class that you have a level in to tie its features and Spellcasting ability to. If you do not have a spellcasting class, then the default Spellcasting Ability for Mask spells and spell-like powers is Wisdom.

Draw Power
Once per long rest, you can draw some of the spiritual energy that resides within the mask, replenishing one spell slot of your choice up to 5th level and restore health equal to 1d8+CON.

First Mask Power
You unlock some of the latent abilities of the spirits within the mask, granting you special actions based on which spirit it is channeling. The use limits of these abilities are separate between the spirits. The abilities you gain are as follows:

(Eziaki) Spirit Chatter: While channeling Eziaki, you can cast Speak with Dead as a spell-like ability. This ability can be used twice per long rest.

(Bhuzog) Good Medicine: While channeling Bhuzog, you can cast Goodberry as a spell-like ability. The berries you generate this way heal 4+1/2 your level (rounded down) hitpoints, and grant the consumer advantage on saves to resist or recover from poisons and diseases for 8 hours. You can use this ability twice per long rest.

(Gomah) Da Big Boom : While channeling Gomah, you can cast Shatter at 3rd level as a spell-like ability. This ability can be used twice per long rest.

Mask Spell
While channeling a spirit, you add a spell to your spell list depending on the spirit. This spell is always considered prepared, and will change when you change spirits without needing to rest. When you are channeling Eziaki, you have access to the Tongues spell. When you are channeling Bhuzog, you have access to Mass Healing Word, and when you are channeling Gomah, you have access to Erupting Earth.

Spirit Scream
You eject ghostly visions from the lesser spirits of the mask and burn a horrific image into the eyes of your foes. As an action, a flash of spiritual energy emerges from the mask in an area of a 60 foot cone in front of you. Creatures caught in the cone must make a Wisdom spell save, or they suffer from horrific visions. This causes the creature to become Frightened for one minute. The horrific vision is burned into their mind, so they are always considered to have line of sight to the source of the fear, even if they close their eyes or become blind, and they cannot move since any movement would be considered to be towards the source of the fear. Creatures affected can reattempt the save at the start of each of their turns to remove the vision and fear effect. You can choose to exclude any number of creatures from this effect. You may use this ability once per day.

Second Mask Power
New powers provided by the spirits in the mask are unlocked, granting you more special actions based on which spirit is being channeled. The limits on these abilities are separate between the spirits and other powers. The abilities you gain are as follows:

(Eziaki) Spirit Walk: While channeling Eziaki, you can walk through the spirit world to quickly travel through dangerous terrain. As a Bonus Action, you can enter the border of the Ethereal Plane, functioning similarly to the Etherealness spell, until the end of your turn. While in the Border Ethereal, your movement speed is doubled. Taking any non-movement action will immediately bring you back to the plane you were previously in. You can use this power once per long rest.

(Bhuzog) Bad Medicine: While channeling Bhuzog, you can use Badberry as a spell-like ability. This ability creates 10 poisonous berries, which are visually indistinguishable from Goodberries, and taste the same as well. A DC 15 Nature check from a suspicious creature or nature-inclined creature (like a wild animal) can determine that these are poisonous berries. You are able to determine if a berry you create is a badberry or goodberry. When a creature consumes the berry, they take a Constitution spell save (if your class doesn't have a spellcasting ability, this uses Wisdom as the spellcasting ability for the DC of the save). If they fail the save, they become poisoned for 24 hours, suffering the Poisoned condition and taking 3d8 poison damage. This damage cannot be healed until the poison expires. If a creature eats more than one berry and fails their save, they take an additional 1d8 poison damage for each berry. You can use this ability once per long rest.

(Gomah) Flamespitter: While channeling Gomah, you can breath a large swath of fire from the mask as an action. Each creature in a 40 foot cone makes a Dexterity spell save. If the save fails, they take 7d8 fire damage and are burned. If they succeed the Dexterity save, they take half damage and are not burned. The burning effect causes the creature to take an additional 2d8 fire damage at the start each of their rounds for the next 10 rounds or until they succeed a constitution spell save (they make the save at the start of their turn, before damage). You can use this ability once per long rest.

Dangerous Bargain
You attempt to bring out more power from the mask, but at a considerable risk. You can use the Mask Powers of the spirits that you are not channeling, but when you do so you must make a DC 8 Wisdom Saving Throw. If the save fails, you must roll a d6 die and use the number rolled in relation to the Voodoo Overflow table to determine the outcome. Each time you use this ability, the DC increases for the next use based on which power was used. For First Mask Powers, it increases by 1, for Second Mask Powers it increases by 2, and for Third Mask Powers it increases by 4. This increase to the DC stacks, and is reset after a long rest.

Flying Masks
Once per long rest, you can bring out the lesser spirits of the mask, who manifest as masks that float about near you. This ability creates 20 floating masks. The masks have an AC of 14 and 1 HP, but they can only be damaged by targeted attacks and spell attacks. As a bonus action per round, you can command the masks to all spit a spirit bolt at a single target by making a ranged spell attack (using your Spellcasting Ability Modifier) up to a distance of 40 feet. On hit, this deals 1 necrotic damage for each Flying Mask you have. In addition, if you are the target of an attack, you can use your reaction to have your masks shield you, sacrificing 4 masks to avoid the attack altogether.

Spiritual Constitution
Once per short rest, if you fail a Wisdom Saving Throw for a Dangerous Bargain attempt, you may make another saving throw, and use the new one to determine if you succeed the DC or not.

Drink Deep
Increases the number of times per long rest that you can safely use your Draw Power, Spirit Scream, first and second mask powers by 1.

Third Mask Power
You can now evoke the final power that each spirit has to offer.

(Eziaki): While channeling Eziaki,

(Bhuzog): While channeling Bhuzog

(Gomah): While channeling Gomah,

Indulgence
You draw out as much power from the mask as you can, holding on for your dear soul as you do. This ability allows you to continue to use Draw Power, Spirit Scream, Flying Masks and your Mask Powers when they are out of uses. Doing so is considered a Dangerous Bargain, using the same save DC (including additions from previous Dangerous Bargain uses) and increasing the DC by the same amount that utilizing Dangerous Bargain would. When using this ability to cast Draw Power or Spirit Scream, the DC increases by 2. When using this ability to cast Flying Masks, the DC increases by 4. You cannot use this to gain extra uses of a power that the spirit you are channeling doesn't provide.