After consuming this potion for the next hour you no longer suffer from Sunlight Sensitivity or Sunlight Hypersensitivity if you did before.
While wearing this masquerade half-mask your mind and aura is masked as well.
After each long rest you can choose a race of humanoid from the following: Dwarf, Elf, Gnome, Halfling, or Human; or the Undead creature type. Until you choose a new type you appear as the chosen type to spells and magic effects that detect creature types, such as a paladin’s Divine Sense, or the trigger of a
Additionally, any creature or effect that tries to read your mind can find no evidence that you are any type other than the one you chose.
After consuming this potion for the next hour you no longer suffer from Sunlight Sensitivity or Sunlight Hypersensitivity if you did before. Additionally, for the next hour while you are in direct sunlight you regain 1d4 + 1 hit points if you have at least 1 hit point, and you have resistance to Radiant damage.
This glass bottle has an inky black cloud that quickly fades to black within it and light sources flicker when placed directly next to it. When you open the vial the darkness within it erupts into a 30-foot-radius sphere of dim light that spreads around corners. This area of dim light is not considered daylight and non-magical light can’t illuminate it. It lasts for 10 minutes, or until dispelled by a 3rd level spell or greater.
Creatures that start their turn in the radius must make a DC 10 Constitution saving throw or be Blinded until the beginning of their next turn. Undead and fiends automatically succeed on this saving throw.
Once used this vial can not be used again until the next day at dawn.
A dark-purple heart steadily beats inside this small hardwood chest. All creatures within 60 feet of the box can hear a quiet heartbeat, and feel the rhythmic thump deep within them.
Mortal’s Fragility
As an action you can point at a creature you can see within 60 feet and force them to make a DC 12 Constitution saving throw as they feel a tremor in their heart. On a failure they take 3d6 Necrotic damage and their hit point maximum is reduced by an amount equal to the damage dealt. On a success they take half as much damage and their hit points are not reduced. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A creature with no heart automatically succeeds this saving throw.
Immortal’s Resistance
If you are killed while attuned with this heart you are brought back to life at the next dawn as if by the spell
Curse. Each time you use the feature Mortal’s Fragility if you have a heart and are not undead you must also make the saving throw against taking necrotic damage, though your hit point maximum is not reduced.
Additionally, if you are resurrected by the Immortal’s Resistance feature you are now considered undead and have the Sunlight Sensitivity feature: while in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.