Mask Collector (5e Class)

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Mask Collector[edit]

A man walks through a portal into another world, to try to find as many masks as he can, but a young child then steals his most dangerous mask, and threatens to destroy this other world.

Mask Collectors are fighters who use magical masks that they have found, or were given. They use these masks to attack their foes, or, possibly for more practical uses.

Creating a Mask Collector[edit]

When creating a Mask Collector, think about how you got your first magical mask. Were you cursed by it, but then a spellcaster was able to separate it from you? Was it a family heirloom? Was it given to you from a strange salesman?

Quick Build

You can make a Mask Collector quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Inheritor background. Third, choose a Longsword and shield, an instrument, chain mail, and an explorer's pack. Fourth, choose Athletics, Investigation, Animal Handling, and Performance as your skills.

Class Features

As a Mask Collector you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mask Collector level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mask Collector level after 1st

Proficiencies

Armor: Shields, Light Armour, Medium Armour
Weapons: All Martial Weapons, Daggers
Tools: one instrument of your choice
Saving Throws: Strength, Constitution
Skills: Two skills of your choice, and, choose another 2 from Athletics, Acrobatics, Investigation, Nature, Animal Handling, Insight, Perception, Survival, and Performance.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Longbow and a Dagger or (b) Two martial weapons or (c) A martial weapon and a shield
  • (a) A trinket or (b) An instrument
  • (a) explorer's pack or (b) dungeoneer's pack
  • (a) chain mail or (b) leather armour or (c) scale mail
  • If you are using starting wealth, you have 3d6x10 in funds.

Table: The Mask Collector

Level Proficiency
Bonus
Transformations Features
1st +2 1 Masks, Deku Mask, Fighting Style
2nd +2 1 Bunny Hood, use of the sword
3rd +2 1 Goron Mask, Spin Attack (2)
4th +2 1 Ability Score Improvement, Giant's Mask
5th +3 3 Hero's Path, Extra Attack
6th +3 3 Mask of Truth
7th +3 3 Zora Mask
8th +3 3 Ability Score Improvement, All Night Mask
9th +4 3 Lon Lon Milk (1)
10th +4 5 Hero's Path Feature, force brave
11th +4 5 Extra Attack (2)
12th +4 5 Ability Score Improvement, use of the sword
13th +5 5 Lon Lon Milk (2)
14th +5 5 Dodge Roll
15th +5 6 Hero's Path Feature, force brave
16th +5 6 Ability Score Improvement, use of the sword
17th +6 6 Spin Attack (4)
18th +6 6 Fairy in a Bottle
19th +6 6 Ability Score Improvement
20th +6 unlimited Hero's Path Feature, Ability Score Improvement

Masks[edit]

At first level, you gain the ability to use magical masks. There are two types of masks, transformation masks, and non-transformation masks. To use transformation masks, you must have at least 1 level in Mask Collector. At first level you start with the Deku Mask. Every other mask you get afterwards, you must spend 1 hour adventuring away from your party (This can be done during a long rest), your DM may choose to explain how exactly you came upon the mask in this short time, whether it be by randomly finding it, or, your DM can choose to make you face an encounter, or a small dungeon.

Transformation Masks[edit]

Transformation masks are masks that change your appearance, as well as other features of yourself, making you either stronger, or more suited to do something. If you fall unconscious with one of these masks on, it immediately falls off, and you become your normal self once more. The Mask Collector table shows you how many times you can transform per long rest.

Deku Mask

The Deku Mask transforms you into a Deku Scrub, a wooden, plant-like creature. In this form, all fall damage you take is halved, due to your light weight. Your size becomes small and you become about 2 to 3 feet tall. In this form your AC becomes 12+Dexterity modifier, and your armour disappears off of you. You cannot use any weapons that aren't light in this form. In this form you are resistant to radiant damage and vulnerable to fire damage. In this form you get a ranged "Deku Nut" attack, range of 30 feet, dealing 1d6+Dexterity modifier bludgeoning damage. You are proficient in this attack. Your speed in this form is 25 feet. It requires a bonus action to put on this mask, and the transformation lasts 1 minute.

Goron Mask

The Goron Mask transforms you into a Goron, a large, rock-like being. Your height is about that of an average human, but you are 6 feet wide. In this way, your AC becomes a modifier of 18+Constitution and your armor disappears from you. You cannot use non-heavy weapons in this form. In this form, you are resistant to fire damage and vulnerable to cold damage. This way, you can use your bonus action to start rolling. If you start rolling, you must move at least 10 (maximum of your speed not including magic items) feet each turn unless you use your bonus action to stop rolling. While rolling, you may roll into another creature's space (you can't end your turn on that space), they must roll a Dexterity save, (DC=8+proficiency+Strength modifier) ​​or being hit by you, taking 1d12 bludgeoning damage. You can only get a number of creatures once per turn. This way you get a rate of climb from your speed. An additional action is required to don this mask and the transformation lasts 1 minute. You gain +2 on all Strength rolls.

Zora Mask

The Zora Mask transforms you into a Zora, a scaly, fish-like being. Your height becomes roughly a bit taller than an average human. In this way, your AC becomes a modifier of 13+Dexterity and your armor disappears from you. In this form you are resistant to cold damage and vulnerable to lightning. In this form you can breathe water and you are given a swimming speed of your speed. This way you gain a weapon, "Zora Fins", which deals 1d10+Strength or Dexterity modifier slashing damage on each fin, you have two fins and these fins are light. You can also choose to detach one of your fins and throw it at an enemy up to 20 feet away, the fin will then return to you, like a boomerang, the fin returns to you after you finish your bonus action. An additional action is required to don this mask and the transformation lasts 1 minute.

Giant mask

The Mask of the Giant transforms you into a much larger version of yourself. Your height is doubled and your width is doubled. Your size is big. Your movement speed is increased by 10 in this form. Your weapons enlarge with you, dealing an extra 1d10 damage. You suffer -1 AC in this form, but gain a temporary 1d12 hit points. You also get advantage on Strength checks and savings on this form. An additional action is required to don this mask and the transformation lasts 1 minute.

Fierce Deity Mask

The Fierce Deity Mask transforms you into the Fierce Deity himself, a half-elf being that stands 8 feet 6 inches tall. Your movement speed becomes 45 feet in this form. All your weapons become more decorative and have runes. This way you get a +1 bonus to hit and damage with all attacks, this increases as you level up. This way, you get a +1 to your air conditioning. In this way, your weapons fire a bolt of lightning, which can strike your enemies from a greater distance, giving your attack rolls a 1d4 bonus, since all your attacks have a range of +10 feet. You can use with the propeller sword the definitive movement "planet cutter" whose attack cannot miss and receives 1d20+strength+constitution, it can only be used once per combat. An additional action is required to don this mask and the transformation lasts 12 seconds (2 rounds).

Majora's Mask

Majora's Mask makes you the embodiment of Majora's soul. You have a height of 15 feet. Your movement speed in this form is 40 feet. In this form, you have an AC modifier of 15+Dexterity and your armor and weapons disappear. This gives you two giant whips (one in each hand), which you consider light, each dealing 2d12+Strength or Dexterity modifier damage. You are proficient in these. You are also struck by a beam of light, with a range of 60 feet, you target an enemy, they must make a Dexterity saving throw or take 1d20 lightning damage (DC=10+prof+An ability score was not entered for this template!). As a final spell you can summon Majora's moon and make it fall towards enemies and allies, you cannot use saving throws and only 1d20+10 damage to enemies and half damage to allies except yourself. An additional action is required to don this mask and the transformation lasts 12 seconds (2 rounds).

Non-Transformation Masks[edit]

Non-Transformation masks are magical masks that you can put on, that just give you a bonus while wearing them.

Bunny Hood

Increases your speed by 5 when you have it on, as well as a +1 to initiative rolls. Requires a bonus action to put on or take off.

Mask of Truth

This mask gives you a +4 to all Perception, Insight, Investigation, and Arcana checks. Requires a bonus action to put on or take off.

All Night Mask

When you have this mask on, you have advantage on saves against bring charmed or being put to sleep, be it magically or not. Requires a bonus action to put on or take off.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Endurance: You can use a bonus action to regain hit points equal to your fighter level plus your Constitution modifier. Once you use this feature, you must complete a long rest before you can use it again.
Shoving: When you use your action to make at least one melee attack, you can use your bonus action to attempt to shove a creature you hit with your attack.
Opportunity Attacking: You excel at finding openings in your foes' guard. As a bonus action, you can enter a reactive stance that lasts until the start of your next turn. While in your reactive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Exploration: You gain a climb speed and a swim speed equal to your base walking speed. You gain proficiency in one skill of your choice from Investigation, Nature, Perception, Stealth, and Survival.

Tunic[edit]

Numerous legends surround a young hylian fighter clad in a brightly-colored tunic who wielded a variety of particularly unusual weapons and techniques. According to these tales, this warrior was able to single-handedly defeat monstrous creatures on the tier of gods, supposedly even including Ganon itself. There are many who strive to emulate the esoteric combat style supposedly utilized by this legendary hero, whether he is mythical or not. Those who practice the hero's techniques do not always wear a tunic, but nonetheless they retain this title among their peers.

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Tunic techniques are famous all across Hyrule.
Source

Table: The Tunic

Level Proficiency
Bonus
Features Techniques
Known
Stamina
Points
1st +2 Fighting Style, Stamina Meter 0 Constitution mod
2nd +2 Tunic Bonus Proficiencies, Tunic Techniques 1 +2
3rd +2 Tunic Techniques 2 +4
4th +2 Ability Score Improvement 2 +6
5th +3 Extra Attack 2 +8
6th +3 Ability Score Increase 2 +10
7th +3 Courage, Tunic Techniques 4 +12
8th +3 Ability Score Improvement 4 +14
9th +4 Indomitable 4 +16
10th +4 Fighting Expertise 4 +18
11th +4 Tunic Techniques 6 +20
12th +4 Ability Score Improvement 6 +22
13th +5 Indomitable (2) 6 +24
14th +5 Heroic Technique 7 +26
15th +5 Relentless 7 +28
16th +5 Ability Score Improvement 7 +30
17th +6 Heroic Technique, Indomitable (3) 8 +32
18th +6 Champion 8 +34
19th +6 Ability Score Improvement 8 +36
20th +6 Stamina Scroll 8 +38

Tunic Bonus Proficiencies[edit]

A tunic trains with unconventional weaponry and methods. At 2nd level, your esoteric training grants you proficiency with bombs, and one musical instrument or artisan’s tool of your choice.

Tunic Techniques[edit]

At 2nd level, you learn your choice of one of the following techniques. You can only learn a technique if your levels in this class equal or exceeds the number of stamina points needed to use the technique. (See the "Points" column in the following table.) You learn another technique at 3rd level. You learn two additional techniques of your choice at 7th level and 11th level. At 7th and 11th level, you can also replace one technique you know with a new one.

You can use a technique you have learned by expending the amount of stamina points listed for the relevant technique. Most techniques specify when they can be used. You can use different techniques as part of the same action or the same attack, such as using both Back Slice and Helm Splitter on a single weapon attack. You cannot use the same technique simultaneously, however, such as using Back Slice twice on a single weapon attack.

Technique Points Description
Back Slice 1 You can use this technique as part of a weapon attack before you make the attack roll. On a hit against an armored creature, the target’s armor (excluding magical armor, natural armor, or a shield) suffers a cumulative -1 penalty. Armor reduced to an AC of 10 (or 10 + Dexterity modifier) is destroyed. Regardless of what creature is hit, your attack still inflicts damage as normal.
Block Missiles 2 While you are wielding a shield and are damaged by a ranged weapon attack, you can use this technique as a reaction to reduce the damage by an amount equal to your Dexterity modifier plus your proficiency bonus. If your shield is a magic item, you can also reduce the damage of a ranged spell attack in the same way.
Dash Attack 2 When you use your action to Dash, you can use this technique as a bonus action to make one melee weapon attack or one shove attempt. If you moved at least 10 feet straight towards the target of your attack before making the attack roll or the Strength (Athletics) check, you gain advantage on it.
Distracting Strike 4 After you hit a creature with a weapon attack, you can use this technique to distract it and give your allies an opening. The next attack roll against the target has advantage, if the attack is made by someone other than you before the start of your next turn.
Ending Blow 6 As an action, you can use this technique to make one weapon attack against a prone creature you can see within 10 feet of you. You don't make an attack roll; instead, you treat the d20 as if it had landed on 20.
Escape Artist 2 When you make a Strength (Athletics) or Dexterity (Acrobatics) check to avoid having your speed reduced, to avoid or end being grappled, or to avoid or end being restrained, you can use this technique to gain advantage on that check.
Feint 6 As a bonus action, you can feint against any creature within 5 feet of you. You have advantage on your next attack roll against that creature, if it is made before the end of your next turn.
Guardian Acorn 2 You can use this technique as part of taking the Dodge action. You gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
Helm Splitter 1 You can use this technique as part of a melee weapon attack you make against a creature. Regardless of whether or not you hit the target, you can move to any space within 5 feet of it without provoking an opportunity attack. You expend movement to move as normal, but you ignore any difficult terrain in your way.
Jump Attack 8 Once per turn, you can use this technique when you make a melee weapon attack as part of your Attack action. You add the weapon's damage dice to the attack a second time. These extra damage dice are not multiplied on a critical hit, but are maximized on a called shot.
Reflex 5 Immediately before you make a Dexterity saving throw, you can use this technique to gain advantage on that saving throw.
Riposte 5 When a creature misses you with its melee attack, you can use this technique as a reaction to make one melee attack against that creature.
Rock Breaker 2 You can use this technique when you hit with a weapon attack that deals bludgeoning, piercing, or slashing damage. Instead of that damage type, the weapon deals magical force damage. This damage is doubled against objects or structures.
Roll 1 As part of your movement, you can use this technique to increase your walking speed by 20 feet until the end of your turn. If you also use the Dash action, this increase doubles to 40 feet.
Shield Bash 2 You can use this technique to perform a shield bash in place of one attack you would make as part of your Attack action, but only if you are wielding a shield. Make a melee attack roll including your proficiency bonus against any creature within 5 feet of you. On a hit, you deal no damage, but the target cannot take reactions until the start of its next turn.
Spin Attack 4 You learn the spin attack spell. By using this technique as an action, you cast spin attack at its lowest level. If you have magic points, you can also cast spin attack normally.
Up Thrust 2 You can use this technique as part of a melee weapon attack made against a creature that is currently flying, or physically above you. The reach of your attack increases by 5 feet, and you gain advantage on the attack roll.
Vessel of Stamina 0 You do not actively use this technique. Instead, you add half your level (rounded down) to your stamina point maximum, and it increases accordingly with your level. (If you gain this technique, you cannot also gain the benefit of the feat named Vessel of Stamina.)
Will 6 Immediately before you make a Wisdom saving throw, you can use this technique to gain advantage on that saving throw.
Withdraw 2 You can use this technique as a bonus action. Once used, your movement does not provoke opportunity attacks for the rest of your turn.

Courage[edit]

Tunic methodology favors bravery and conviction. Starting from 7th level, you gain advantage on saving throws against being charmed or frightened.

Heroic Technique[edit]

At 14th level you learn any one of the following techniques, which you can use as if it was a Tunic Technique. You learn one additional Heroic Technique of your choice at 17th level.

Technique Points Description
Hawkeye 8 You can use this technique as part of a weapon attack before you make the attack roll. You gain a +4 bonus on the attack roll.
Life Varies As an action, you can expend any amount of stamina points you have remaining. You or a creature you touch regains hit points equal to the stamina points you expended. If you have the Stamina Scroll feature, the target instead regains hit points equal to double the stamina points you expended. Any stamina points you expend on this technique cannot be regained until you finish a long rest.
Mortal Draw 10 To learn this technique, you must already know the Ending Blow technique. As an action, you can use this technique to perform an Ending Blow on any creature within 10 feet of you, regardless of whether or not it is prone. You do not need to see the target. You can draw or sheathe a weapon as part of using this technique. Immediately after you use this action, you are incapacitated until the start of your next turn.
Perfect Dodge 10 To learn this technique, you must already know the Riposte technique. You can use this technique as a bonus action to impose disadvantage on all attack rolls against you until the start of your next turn. The first time you use Riposte before the start of your next turn, you have advantage on the attack roll, and any hit from this Riposte is treated as a critical hit.
Triforce Slash 17 As an action, make one melee weapon attack against any creature or object as if your weapon had a reach of 30 feet. On a hit, you teleport to a space adjacent to that creature. Instead of your weapon's normal damage, you roll your attack's damage eight times and sum the damage against the target. (For example, if you are attacking with a shortsword and you have a Dexterity score of 14, your attack would deal 8d6+16 piercing damage.) This damage ignores any damage resistance or immunity. Once you hit with this technique, you must complete a long rest before you can use it again.
Whirlwind
Spin Attack
17 To learn this technique, you must already know the Spin Attack technique. As a single action, you can use this technique to cast spin attack at its lowest level three times. You can move between any of these spin attacks as you would normally be able to move. On a turn you use this technique, your movement does not provoke opportunity attacks. At the end of this turn, you are stunned until the start of your next turn.

You can substitute learning a Heroic Technique to instead learn a normal Tunic Technique.

Stamina Scroll[edit]

At 20th level, you can expend half the normal number of stamina points for any Tunic Technique or Heroic Technique you use, rounded up. You cannot use this feature to reduce a stamina point cost below 1.

Hero's Path[edit]

At level 5, you chose the Hero's Path. Choose between the Path of Majora and the Path of the Fierce Deity, both detailed at the end of the class description. His choice grants him functions in the 5th and again in the 10th, 15th and 19th. You can choose a path by long rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, 19th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spin Attack[edit]

At the third level you get the Spin Attack ability. While using a weapon, you can take the attack action and choose to attack all enemies within 10 feet of you, dealing your normal damage + bonus STRENGTH to each of them. You roll to hit all enemies with a single roll. You can use this function twice per combat. At level 17, you can use this feature 4 times per combat.

Fighting Expertise[edit]

At 10th level, you learn another Fighting Style of your choice.

Relentless[edit]

Starting from 15th level, if you roll initiative and have less than 4 stamina points remaining, you regain stamina points until you have 4 remaining.

Champion[edit]

At 18th level, choose two ability scores from Strength, Dexterity, and Constitution. Each of those ability scores increases by 2, and your maximum for those scores also increases by 2.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Lon Lon Milk[edit]

At 9th level, you have a Lon Lon Jar, filled with a white, creamy, perfect "milk". You can use your bonus action to drink it, healing 1d12 hit points. You gain another Lon Lon Jar filled with Lon Lon Milk at 13th level. Every time you drink this, you must remake it, you must gather the ingredients for one jar over the span of 1 hour for every Jar you wish to fill, you can do this during a long rest. The milk only has it's affect in Lon Lon Jars.

Dodge Roll[edit]

At 14th level, when an enemy within 5 feet of you makes the attack action (it doesn't have to be against you), you can use the reaction to roll 5 feet into an unoccupied space before that attack occurs. avoid the attack completely, except the creature that made the attack action has passed with its base 14 strength roll. This can be used in all ways.

Fairy in a Bottle[edit]

At 18th level, you obtain a bottle, with a strange magical pink fairy residing in it. If you fall unconscious without dying, this fairy will save you, healing you 1d20 hp. You can also use it while conscious as an action, healing 2d20 hp. The fairy can only be used once per long rest.

Path of the Fierce Deity[edit]

A being of untapped and unknown power lies within this mask, and you have chosen to wield it.

Deity's Blood

At 5th level, you obtain the Fierce Deity Mask. Along with this, you also gain temporary hit points equal to your level whenever you enter combat.

A Fierce Soul

At 10th level, your Fierce Deity transformation's attack bonus becomes +2. You also get an additional fighting style.

The Double Helix

At 15th level, your Fierce Deity transformation's attack bonus becomes +3. You also get a weapon, only usable in Fierce Deity form, and normal form, a Legendary Greatsword known as the Double Helix Sword. This sword has a +3 bonus on rolls to hit and damage, and the sword deals 2d8 magical slashing damage. This sword requires attunement.

Attunement prerequisites: 1 level in Mask Collector, have the Fierce Deity Mask in your inventory. If not attuned, there is no bonus to hit, or damage, and it's damage becomes 2d6 slashing.

The One True Deity

At 20th level, your Fierce Deity transformation's attack bonus becomes +4. The fierce Deity transformation now lasts 1 minute.

Path of Majora[edit]

A being of uncontrollable destructive power resides in this mask, but you have chosen to wield it.

Majora's Playfulness

At 5th level, you obtain Majora's Mask. You also get a permanent +5 to your speed. You are also given the ability to hop 5 feet horizontally as a bonus action without provoking opportunity attacks.

Majora's Wrath

At 10th level, you add your proficiency modifier to all damage in your Majora transformation. You get an additional fighting style.

Majora's Instinct

At 15th level, you get a permanent +1 to your AC (this counts in your transformed states). You also get a 30 foot radius of blindsight in your Majora transformation.

Majora's Hunger

At 20th level, when you defeat an opponent in any form, you gain 1d8 temporary hit points. Your beam of light in your Majora transformation can now be used in all other forms. The Majora Transformation now lasts one minute.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mask Collector class, you must meet these prerequisites: 13 Strength or Dexterity

Proficiencies. When you multiclass into the Mask Collector class, you gain the following proficiencies: Martial Weapons



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