This question gets asked from time to time, and doesn't seem to get any attention. Here's one of the more recent instances: Converting a vertex group into a sculpt mask
I find it frustrating that the only way to create a sculpt mask in Blender is to manually paint it. This is needlessly imprecise in some situations, such as when there are already skeletal deformations in play which put various mesh parts too close together to get the brush between them to create the mask. Sure, you could return the armature to its rest pose, but some sculpt edits will require the new pose to be preserved, for the sake of reference.
Given that it is much easier to select multiple sub-elements (face/vertex/edge) precisely than to paint surfaces precisely, I would think there is a way to choose the former approach over the latter.
Is there?