Masked Warrior, Variant (5e Class)

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Masked Warrior, Variant[edit]


Masked Warriors, (Power Rangers, Super Sentai, Kamen Riders, Makai Knights, Etc.), are people who, in their Unmasked form, are no different from any other person. However, in their Masked form, they control the manifestation of one's own soul and strength. They come in many shapes and sizes, after all, anyone with a Warrior Driver can be a Masked Hero, but only someone with a pure heart can be a true hero. Some Masked Heroes are stronger than others, those who have been lucky enough to be trained or born into the bloodline with a history of Masked Heroes.

By Jiur998 [1]

Creating a Masked Warrior[edit]

What compels you to be a Masked Warrior? What is your origin story? Are you a hero who gained their power after the threat of an invasion, or are you an average joe who stumbled across a Driver, realizing that they have the power to be a hero to others? Or perhaps you aren't sure and are hoping to find some greater purpose related to your Driver.

Class Features

As a Masked Hero you gain the following class features.

Hit Points

Hit Dice: 1d10 per Masked Hero level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Masked Hero level after 1st


Armor: Light armor
Weapons: Simple Weapons, Martial Weapons
Tools: One Artisan tool, and one other tool
Saving Throws: Dexterity, Charisma
Skills: Choose two: Perception, Athletics, Acrobatics, Investigation, Intimidation, and Insight


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

  • A Warrior Driver
  • A set of common clothes and one martial weapon
  • (a) Dungeoneer’s Pack or (b) Explorer’s Pack
  • A letter from a loved one or other significant item to your hero. (Talk to your DM about what the significant item can be)

Table: The Masked Hero

Level Proficiency
Features Warrior Points
1st +2 Warrior's Strike, Masked Driver 0
2nd +2 Warrior Abilities 5
3rd +2 Masked Weapon, Warrior Path 6
4th +2 Ability Score Improvement 7
5th +3 Extra Attack 8
6th +3 Masked Driver Upgrade, Warrior Path 9
7th +3 Finishing Blow 10
8th +3 Ability Score Improvement 11
9th +4 More Warrior Abilities 12
10th +4 Super Form, Warrior Path 13
11th +4 14
12th +4 Ability Score Improvement 15
13th +5 Extra Attack 16
14th +5 Warrior Path 17
15th +5 Ultimate Form 18
16th +5 Ability Score Improvement 19
17th +6 Warrior's Stamina 20
18th +6 21
19th +6 Ability Score Improvement 23
20th +6 Final Form 25

Warrior's Strike[edit]

At 1st level, you can use Dexterity instead of Strength for the Attack and Damage rolls of your Masked Weapon and unarmed strikes. While not in Warrior form your unarmed strikes deal 1d4 point of bludgeoning damage, which increases to a d6 when transformed.

Masked Driver[edit]

Also at 1st level, a Masked Warrior can use their Masked Driver, which can look like anything, the player can have full creative control over this. It is unbreakable and will return to you if lost after a 1 hour ritual. Upon usage and successful transformation, they are referred to as an alias of their choice. It allows the Warrior to transform into their Masked Warrior form, taking a Bonus action. Before transforming, Masked Warriors would shout a word that identifies them. Usually "Henshin!". Activating the Driver will start the timer for the Masked Warrior form. The transformation has an allotted time per long rest which is 5 minutes (50 rounds). If the time limit is exceeded, you then receive 1 level of exhaustion per 5 rounds after your time is up. The player can end their transformation as a Bonus action. If the Warrior is knocked to 0 health points, they are forced out of the transformation, and can only re-transform once they have recovered to positive hit points.

Masked Armor

The Warrior's armor created by transforming with the Warrior Driver. AC base is 10 + Dexterity modifier + Proficiency. The appearance of the armor is determined by the player, but most Rider Armors are flashy and based on a theme, like an animal or insect. The Armor is considered light armor. Also, this armor takes the place of your previous armor, which comes back when you transform back into your basic form.

Warrior Abilities[edit]

At 2nd level, you gain the ability to use Warrior Points, which enhance your fighting prowess by allowing you to perform certain Warrior Abilities. You gain 1 point back by scoring critical hits or by reducing enemies to 0 hitpoints. You can't gain more points than what your current level allows. You gain back all Warrior Points after a long rest.You can only use one Warrior Ability on a turn unless stated otherwise.

Warrior DC

Some of your Warrior abilities impose a saving throw, the DC is 8 + Charisma modifier + Proficiency.

Heroic Counter

By spending 3 Warrior points and a Reaction, you can make one Attack with your Masked Weapon against an enemy who is attacking you. If you hit, you deal your damage as well as causing them to make a Strength saving throw against your Warrior DC. On a failure, you cause them to have a critical failure and miss.

Patient Defense

By spending 2 Warrior points and a Bonus action, you can take the Dodge action.

Signature Move

By spending 3 Warrior points, and when you successfully strike an enemy with an unarmed or melee Attack with your Masked Weapon you can perform your Signature Move, which adds 2d6 + Charisma modifier to the base damage, which increases to 3d6 at 7th level, and to 4d6 at 14th level.

Masked Weapon[edit]

At 3rd level, one martial weapon you own and are proficient with becomes your Masked Weapon after a 1 hour ritual. As such, it is now treated as a +1 magic weapon, it can be summoned to you while on the same plane using a Bonus action. Only one weapon can be your Masked weapon at a time unless stated otherwise. It upgrades to +2 at 10th level, and again at +3 at 17th level. You can choose its appearance like how you choose your armor's appearance when you create it. Your unarmed strikes are always counted as Masked Weapons.

Warrior Path[edit]

Also at 3rd level, you choose what kind of path you want to take on your journey. You can choose from the Way of the Mage, Way of the Primal, and Way of the Knight.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.

Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Masked Driver Upgrade[edit]

At 6th level, you've started to tap into the more mystical aspects of your Driver. Using your Masked Driver, once per Long rest at will, you can cast Find Steed or Find Vehicle.

Finishing Blow[edit]

At 7th level, you have become an expert at finishing off opponents with style. As an Action, you can spend 5 Warrior points to deal a Finishing Blow, an extremely powerful attack that deals 2x damage. The damage being calculated as (Base Damage + Extra damage dice) X 2. If you do this, however, failure to defeat the enemy untransforms you and ends your turn. You can use this feature 3 times before needing to do a long rest.

More Warrior Abilities[edit]

At 9th level, your Warrior Driver allows you to perform more Warrior Abilities.

Sweeping Strike

By spending 3 Warrior points, you can perform a Sweeping Strike as part of your Attack action using your Masking Weapon, dealing the same damage as you normally would, but you can target one additional target within 5ft of you and the enemy. You have to hit the AC of the extra target, and on a hit the extra target takes the same damage you rolled on the first target but halved.

Tripping Attack

By spending 3 Warrior points, you can perform a Tripping Attack as part of your Attack action. You impose a Strength saving throw against your Warrior DC, on a failure the target is prone.

Warrior's Call

By spending 4 Warrior points and a Bonus action, you can call out to your allies telling them to either strike hard or brace themselves. You and all allies that are in a 60 foot radius gain +5 to damage or +2 to AC for 1 minute, with the choice being up to you.

Drop Attack

By spending 4 warrior points and an action You fall upon an enemy from above, allowing for gravity to aid you in your assault. The enemy must make a successful dexterity save, or take 1d6+1d10+Str damage, and be critically struck.

Super Form[edit]

At 10th level, your fighting spirit grows stronger, giving you immunity against the Frightened and Charmed condition at all times. Also, as a Bonus action, you can transform from any of your forms into your Super Form. The appearance of the new form is determined by the player. Your Warrior Armor gains a plus 3 to it's AC and also you deal extra damage equal to your Masked Warrior level, but you gain a level of exhaustion once you end the transformation.

Extra Attack[edit]

At 13th Level, you can Attack thrice, instead of twice, when you take the Attack action.

Ultimate Form[edit]

At 15th level, your experience in stylishly defeating your foes has made you a greater fighter. As a Bonus action, you can transform from any of your forms into your Ultimate Form. In your Ultimate Form, you now have a 19-20 critical range, and as an Action you can regain Warrior Points Equal to your Proficiency, you can use this ability once per Long rest. You also get the abilities from your Super Form, but you gain two levels of exhaustion once you end the transformation.

Warrior's Stamina[edit]

At 17th level, you've become accustomed to battle, increasing your stamina significantly. Every critical hit and opponent reduced to 0 hitpoints gives you 2 Warrior Points now.

Final Form[edit]

At 20th level, you have achieved your final form, your connection to your Warrior Driver has become so strong, you can stay in your transformed state for as long as you want. You also have unlocked the ability to use your Final Form, as a Bonus action you can transform from any of your forms into your Final Form. Your Final Form is stronger, faster, and tougher than your normal transformations. You get all the bonus from your other transformations in this form but unlike the older forms you no longer get levels of Exhaustion once you end the transformation. In this transformation your Finishing blow also doesn't take you out of your Transformation anymore, and you can attack a forth time when you take the Attack action.


Way of the Mage[edit]

You realize you have a knack for the arcane. Using both magic and sword, you can overcome any and all challenges evil throws your way.

Spell Casting
Level Spells Known 1st 2nd 3rd 4th
3rd 3 2 - - -
4th 4 3 - - -
5th 4 3 - - -
6th 4 3 - - -
7th 5 4 2 - -
8th 6 4 2 - -
9th 6 4 2 - -
10th 7 4 3 - -
11th 8 4 3 - -
12th 8 4 3 - -
13th 9 4 3 2 -
14th 10 4 3 2 -
15th 10 4 3 2 -
16th 11 4 3 3 -
17th 11 4 3 3 -
18th 11 4 3 3 -
19th 12 4 3 3 1
20th 12 4 3 3 1


When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Charisma is your Spellcasting modifier.

Spell Slots

The Way of the Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level sorcerer spells of your choice.

The Spells Known column of the Way of the Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Channel Weapon Magic[edit]

Starting at 3rd level, when you successfully strike an enemy with an unarmed or melee Attack with your Masked Weapon, you can expend one Spell slot to activate a spell, it has to be the same level of the Spell slot used. Its range becomes touch and your Masked Weapon adopts the damage/effect from the spell, in addition to the weapon's damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of 1). You regain expended uses when you finish a long rest.

Enhanced Spellcasting[edit]

Starting at 6th level, when you roll a 1 on a damage die for an Attack you make with a spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Elemental Fury[edit]

Starting at 10th level, you gain the ability to enchant your weapon attacks with the force of the elements. As a Bonus action, you can spend 2 Warrior points to make your melee weapon attacks deal 1d8 of additional Fire, Cold, or Lightning damage for 1 minute. You can use a Bonus action to change the damage type.

Hidden Potential[edit]

Starting at 14th level, you have gained access to a powerful reservoir of magic within the Masked Driver, you can now convert Warrior points into Spell slots. To start the conversion process you have to use your full turn as it is a straining task. The price of converting Warrior points is triple the Spell slot level. You can do this a number of times equal to your Charisma modifier (minimum of 1) before needing a long rest.

Way of the Primal[edit]

You learn to fight with the fury of the primal reptilian giants.

Primal Spirit[edit]

At 3rd level, when you adopt this path, you choose a primal spirit and gain its feature. Your masked armor adopts a resemblance to the primal spirit.


When you hit a creature with a Masked Weapon attack, you can expend 2 warrior points to deal an extra damage die.


You get proficiency with shields. You also gain the ability to make a Triceratops Shield that has the same abilities as Masked Weapon. You can deal 1d4 bludgeoning.


You can use a Bonus Action and 2 Warrior points then toss your Masked Weapon into the air. When you do so, the weapon begins to hover, flies up to 30 ft, and attacks one creature of your choice within range of it. The weapon uses your modifiers for it's attack and damage rolls.

While the weapon hovers, you can use a Bonus Action to cause it to fly up to 30 ft to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to Attack one creature within it's range.


You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Reptilian Resemblance[edit]

At 6th level, you gain a benefit based on the primal spirit of your choice. You must choose the same spirit that you selected at 3rd level.


Your Masked Armor gains a powerful tail. Your tail counts as a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Str modifier.


You learn a new technique based on a triceratops charge. You can spend 2 warrior points to make a charge attack. You move at least 20 ft straight toward a creature and then hit it with a Masked Shield attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one attack against it as a bonus action.


You learn how to be swift like a pterodactyl. You don't provoke an opportunity attack when you are out of an enemy's reach.


You learn how to call upon the pack of velociraptors. You can spend 2 warrior points as an action to summon up to 1 velociraptor. The summoned creatures are friendly to you and your companions. Roll Initiative for the velociraptor, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no Actions.

Primal Skin[edit]

Starting at 10th level, your armor becomes as thick as a dinosaur's skin. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Dino Power![edit]

Starting at 14th level, you gain the ability to channel the power of the Dinosaurs into your physical form. As a Bonus action you can spend 6 warrior points to increase your size by one category – from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you gain the following benefits:


Your reach increases by 5 feet. You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Strength modifier (minimum of +1). You have advantage on Strength saving throws.


Your current hit points and your hit point maximum both increase by 1 per level. Your AC increases by 2. You have advantage on Constitution saving throws.


You gain a flight speed of 60ft while using Masked Armor. You gain a dive attack. If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target. You have advantage on Strength saving throws.


Your movement increases by 10 feet. You can now summon a number of velociraptors up to Charisma modifier (min of 1). You have advantage on Intelligence saving throws.


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Dexterity 14, Charisma 12

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Martial Weapons, Light Armor

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