College of Masks, Variant (5e Subclass)
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College of Masks[edit]
Bard Subclass
Bards of the College of Masks are consummate actors, slipping easily between roles both on stage and off. They have mastered the art of infusing special Persona Masks with the distilled essence of the greatest character archetypes. Whether it be summoning demons as a pit lord, breathing fire like a dragon, or cutting down foes like an assassin, a bard of the College of Masks is at home well and truly becoming their subjects.
Persona Mask |
Bonus proficiencies[edit]
Starting at 3rd level, you gain proficiency with the Performance skill, woodcarver’s tools and one other artisan's tools of your choice. If you are already proficient in Performance, you may choose a third artisan tool to be proficient in.
Persona Masks[edit]
Also starting at 3rd level, you gain the ability to craft and use magical masks known as Persona Masks. You have the knowledge to craft and use 2 Persona Masks from the list below. Crafting a Persona Mask requires 50 gp in raw materials. If a mask is lost or destroyed, you may make a new one over a long rest. A lost mask loses its magic if a new mask is made. This new mask must be the same type of mask that was lost or destroyed. For example, if a dragon mask was destroyed, only another dragon mask can be created. Types of masks may only be changed upon level up. Nobody, not even another member of the College of Masks, can wear your masks and use the benefits they confer. Additionally, you may use a mask as your spellcasting focus. You gain one additional Persona Mask at 5th, 9th, 13th, and 17th level. When you take this bard college at 3rd level, you put the finishing touches on your first two masks, earning them without expending additional time and money.
Many Faces[edit]
Starting at 6th level, your ability to mold magic into your mask increases, giving you access to "Inspiring Abilities". Simply wearing the masks grants you benefits, but you may additionally activate their Inspiring Abilities by expending a Bardic Inspiration die. Any Effect or Inspiring Effect with a duration longer than instantaneous will persist only while the mask producing it is worn and active.
Additionally, you can wear more than one persona mask simultaneously. You are able to wear a number of masks simultaneously equal to half your proficiency bonus, plus one, rounded down. You are only able to gain the benefits of one mask at a time, but you may switch which mask is active with a bonus action. Any Inspiring Effect with a duration longer than instantaneous will persist even if the mask producing it is not active, so long as it is still worn. The standard effects of your masks still require the mask producing the spell or effect to be active, however. Only one Inspiring Effect may be active at a time. Starting at 15th level, you may switch which Persona Mask is active with an object interaction.
Hidden Mask[edit]
Starting at 14th level, you may activate a Persona Mask’s Inspiring Ability without expending a use of Bardic Inspiration, rolling a d6 instead. You may use this ability up to five times before needing a long rest. In addition, you can make any mask you are wearing invisible or visible again with a bonus action. The mask’s benefit applies regardless of its visibility.
Persona Masks[edit]
Persona masks are the core of the College, defining those that wear them and allowing them to experience magics beyond what they are usually capable of. They allow you to treat yourself as an alignment other than your own for all effects that depend on alignment, for good or ill. If you are under such an effect when you remove your mask, don your mask, or change which mask is active, your new alignment takes effect immediately. For example, while wearing the Angel mask, you are able to attune to the Talisman of Pure Good, even if you would normally be unable to. However, if you were to deactivate or remove the mask, your attunement to the talisman would immediately end if your alignment is no longer good.
Persona masks are placed under two categories: Lower Tier Masks and Higher Tier Masks. Higher Tier Masks require a higher degree of magical energy to create, and as such only a limited amount of these masks are able to be crafted by one person. Lower Tier Masks have no such restriction. As you gain more magical influence, the amount of Higher Tier Masks you can created increases. You gain the ability to craft a second Higher Tier Mask at 9th level and a third at 17th level.
Lower Tier Masks[edit]
Angel[edit]
The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, carved from flawless alabaster. Celtic runes adorn the forehead and cheeks, and its edges are ringed by downy feathers.
Effect: You gain resistance to radiant and necrotic damage. While wearing this mask, you may cast feather fall as a reaction at will. You are treated as if your alignment was Lawful Good for any effects that depend on alignment.
Inspiring Effect: You may cast fly on yourself as a 3rd level spell. However, the duration is changed to a number of minutes equal to the result rolled on your Bardic Inspiration die.
Demon[edit]
This obsidian mask bears the visage of a darkly handsome fiend. Small, black horns adorn the demon’s forehead, and its black ears rise to points. Its smiling mouth shows rows of sharp teeth.
Effect: You know the eldritch blast cantrip. You also gain resistance to Fire Damage. You are treated as if your alignment was Chaotic Evil for any effects that depend on alignment.
Inspiring Effect: By expending an inspiration die, you are able to cast summon lesser demons at 3rd level without expending a spell slot or material components, with the following changes: The demons are not hostile to you while you wear the mask, and the number of demons summoned is equal to the number rolled on your Bardic Inspiration die divided by two.
Dragon[edit]
This multihued mask of precious metals and scintillating gemstones forms the terrible visage of a snarling wyrm. A sunburst of metallic and bejeweled scales flares out around the reptilian face.
Effect: You gain resistance to fire, cold, acid, or lightning damage. You may change this resistance once before needing a short or long rest. You are treated as if your alignment was Neutral Evil for any effects that depend on alignment.
Inspiring Effect: By expending an inspiration die, you are able to cast dragon’s breath at 3rd level without expending a spell slot or material components, with the following changes: The damage type is the same as the resistance you chose, you do not need to concentrate on the spell, and the spell save DC of the spell = 10 + the result rolled on your Bardic Inspiration die.
Faceless[edit]
Only a pair of empty eyeholes break this otherwise featureless oval, porcelain mask.
Effect: You can’t be targeted by any divination magic or perceived through magical scrying sensors. You are treated as if your alignment was True Neutral for any effects that depend on alignment.
Inspiring Effects: By expending an inspiration die, you are able to cast Confusion without expending a spell slot or material components, with the following changes: the spell save DC of the spell = 10 + the result rolled on your Bardic Inspiration die.
Gladiator[edit]
This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chainmail rings surround its outer edge.
Effect: you gain proficiency in all weapons. You are treated as if your alignment was True Neutral for any effects that depend on alignment.
Inspiring Effects: You may expend a Bardic Inspiration die to add it to your next attack and damage roll.
Jester[edit]
Gaudy ribbons, tinkling bells, and a bobbing cockscomb adorn this leather mask. Brightly hued eyeshadow, lipstick, and alternating red, black, and white diamonds flamboyantly paint the form’s angular features.
Effect: you add twice your proficiency bonus to Dexterity(Acrobatics) and Dexterity(Sleight of Hand) checks. You are treated as if your alignment was Chaotic Neutral for any effects that depend on alignment.
Inspiring Effect: You may expend a Bardic Inspiration die to treat any one handed weapon as if it had the finesse property for a number of rounds equal to the result rolled on the die. Versatile weapons are able to benefit from this only while wielded in one hand.
Lord[edit]
A swirling mixture of gleaming copper and silver forms a regal countenance of a smiling man. A gem-studded diadem adorns its brow, and stamped across its surface are layered images of coins.
Effect: You add twice your proficiency to Charisma(Persuasion) checks. You are treated as if your alignment was Lawful Neutral for any effects that depend on alignment.
Inspiring Effect: When an ally within 30 feet makes a saving throw against a fear effect, you may use your reaction to expend a Bardic Inspiration die and add the result to their save.
Shapeshifter[edit]
Simple, grey and otherwise featureless, this mask seems to betray nothing at first.
Effect: You gain access to the Alter Self Spell. In addition to physical features, you may also change your clothing. Your mask changes color and appearance depending on your new form, making it seem like you’re not wearing a mask at all. This spell does not count against your number of spells known and can be cast without using spell slots a number of times equal to 1+ your Charisma Modifier to a minimum of 1. You are treated as if your alignment was True Neutral for any effects that depend on alignment.
Inspiring Effect: You may expend a Bardic Inspiration die to extend the duration of the spell, adding the result rolled in hours to the duration time. In addition, the spell no longer requires concentration.
Higher Tier Masks[edit]
Archmage[edit]
This mask of deep purple fluorite is sculpted in the image of a heavily wrinkled old man. A roughly circular tangle of arcane runes appear where the visage’s mouth should be.
Effect: when you craft this mask, you may choose dancing lights and one additional cantrip from the wizard spell list. While wearing this mask, you know these cantrips. In addition, your spell save DC and spell attack bonus increase by one. You are treated as if your alignment was Chaotic Good for any effects that depend on alignment.
Inspiring Effect: When you craft this mask, you may choose two spells on the wizard spell list. These spells may be of a level up to the highest level of spell you are able to cast minus one. For example, at 5th level, you are able to choose from among all 2nd level or 1st level wizard spells. By expending an inspiration die, you are able to cast one of these spells at its lowest level without expending a spell slot, with the following changes: the spell save DC of the spell = 10 + the result rolled on your Bardic Inspiration die, and your spell attack modifier is equal to the result rolled on your Bardic Inspiration die. To change the spells you may cast through the mask, you must craft a new copy of the mask, and the old one loses all its magical properties.
Assassin[edit]
Hardened black leather and metal clasps create the disturbing aspect of the assassin. A jagged, cruel slit forms the opening for the mouth, and the mask’s edges are worn and stained.
Effect: you add twice your proficiency bonus to stealth checks. You are treated as if your alignment was Lawful Evil for any effects that depend on alignment.
Inspiring Effect: you may expend a Bardic Inspiration die to gain the sneak attack feature as if you were a rogue of the level rolled on your Bardic Inspiration dice until the start of your next turn.
High Priest[edit]
This mask of rose porphyry has a wide mouth open in song, but instead of eyes it has slits twisted into runes (these do not restrict your vision)
Effect: when you craft this mask, you may choose 2 cantrips from the cleric spell list. While wearing this mask, you know these cantrips. In addition, your spell save DC and spell attack bonus increase by one. You are treated as if your alignment was Neutral Good for any effects that depend on alignment.
Inspiring Effect: When you craft this mask, you may choose two spells on the cleric spell list. These spells may be of a level up to the highest level of spell you are able to cast minus one. For example, at 5th level, you are able to choose from among all 2nd level or 1st level cleric spells. By expending an inspiration die, you are able to cast one of these spells at its lowest level without expending a spell slot, with the following changes: the spell save DC of the spell = 10 + the result rolled on your Bardic Inspiration die, and your spell attack modifier is equal to the result rolled on your Bardic Inspiration die To change the spells you may cast through the mask, you must craft a new copy of the mask, and the old one loses all its magical properties.
Lich[edit]
This mask is made of poorly cured, purplish skin stretched over yellowed bone. Bloodless cuts and old bruises mar its surface, and tufts of long, white hair sprout from its wrinkled brow.
Effect: You gain resistance to necrotic damage. You are treated as if your alignment was Neutral Evil for any effects that depend on alignment. Additionally, you register as an undead with hit dice equal to your level for any effects that detect such creatures.
Inspiring Effect: When you craft this mask, you may choose two spells from the necromancy school from any spell list. These spells may be of a level up to the highest level of spell you are able to cast minus one. For example, at 5th level, you are able to choose from among all 2nd level or 1st level necromancy spells. By expending an inspiration die, you are able to cast one of these spells at its lowest level without expending a spell slot, with the following changes: the spell save DC of the spell = 10 + the result rolled on your Bardic Inspiration die, and your spell attack modifier is equal to the result rolled on your Bardic Inspiration die. To change the spells you may cast through the mask, you must craft a new copy of the mask, and the old one loses all its magical properties.
Savage[edit]
Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man.
Effect: You gain two claw natural weapons that deal slashing damage equal to 1d6 + your Strength modifier. You are considered proficient with these natural weapons and they are considered magical for the purposes of overcoming resistance. You are treated as if your alignment was Chaotic Neutral for any effects that depend on alignment.
Inspiring Effect: You may expend a Bardic Inspiration die to take the Multiattack action, making three claw attacks, adding the result rolled on your Bardic Inspiration die to the damage of each attack.
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