Masked Warrior (5e Class)
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Masked Warriors,(Power Rangers, Super Sentai, Kamen Riders ect.), are people who, in their basic 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 Henshin 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. Masked Warriors can’t escalate a fight unless their enemies force them to.
Creating a Masked Warrior
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.
- Quick Build
You can make a Masked Hero quickly by First making Strength, Dexterity, and Charisma your highest ability scores. The rest is up to you. Strength for Power attacks, Dexterity for Armor Class, and Charisma to keep your Identity a secret, unless you don't mind your identity being public knowledge. If you don't, Constitution is a good replacement for Charisma.
As a Masked Hero you gain the following class features.
- Hit Points
Weapons: Simple Weapons, One martial weapon your choice
Tools: One Artisan tool, and one other tool
Saving Throws: Strength, Charisma
Skills: Choose 2: Perception, Athletics, Acrobatics, Investigation, Intimidation, and Insight
You start with the following equipment, in addition to the equipment granted by your background:
- A Henshin 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. Must be a trinket (Unless DM allows otherwise).
|1st||+2||Warriors Unarmed Strike, Henshin Driver, Rider Armor||0|
|2nd||+2||Warrior Abilities, Suit Upgrade||5|
|4th||+2||Ability Score Improvement, Ability Score Increase||6|
|5th||+3||Extra Attack, Suit Upgrade||6|
|6th||+3||Masked Warrior Upgrade, Second Colour||7|
|8th||+3||Ability Score Improvement, Ability Score Increase||8|
|9th||+4||New Warrior Abilities, Third Colour||9|
|10th||+4||Battlizer Engage, Suit Upgrade||9|
|11th||+4||Unarmed Combat Mastery||10|
|12th||+4||Ability Score Improvement, Ability Score Increase, Fourth Colour||10|
|14th||+5||Limit Break, Flight||12|
|15th||+5||Seasoned Warrior, Suit Upgrade, Fifth Colour||12|
|16th||+5||Ability Score Improvement, Ability Score Increase||13|
|18th||+6||Master of Martial Combat, Sixth Colour||17|
|19th||+6||Ability Score Improvement, Ability Score Increase||20|
|20th||+6||Ultimate Warrior, Final Form||25|
Warriors Unarmed Strike
At 1st level, you gain the ability to use your Dex modifier for an unarmed strike instead of your Str modifier. The same goes for your weapons. While not in Warrior form your unarmed strikes deal 1 point of bludgeoning damage, which increases to a d4 at 3rd level, d6 at 8th level, d8 at 13th level, and to a d10 at 18th level. Whenever you go into your hero form, the damage die is one larger then the previous one: 1=>d4, d4=>d6, d6=>d8, d8=>d10, d10=>d12.
At first level, a Masked Warrior can use their Henshin Driver, which can look like, or be referred to as anything. Upon usage and successful transformation they are referred to as an alias of their choice. It allows the Warrior to transform into their basic hero form, taking a bonus action as well as half of your movement. Before transforming, Masked Warriors must shout a word that identifies them. Usually "Henshin!", this will activate the driver and start the timer for the transformation. At 5th level the driver may summon a mount appropriate to their side (Once per day you can cast Find Steed, or Find Vehicle (depending on setting), or ritual cast Phantom Steed choose one spell), and can be called back into the driver at any time. At least three Masked Warriors can fuse their mounts into something new. It has the statistics of a huge masked Warrior and only takes actions all its pilots agree on. The player can end their transformation at any time. 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. The transformation has an allotted time per long rest which is 5 minutes. If the time limit is exceeded, you then receive 1 level of exhaustion per 2 rounds after your time is up.
- Rider Armor
The Warrior's armor created by transforming with the Henshin Driver. AC base is 12+Dex mod. The appearance of the armor is determined by the player, but most Rider Armors are flashy and based off of 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. The armor AC might change depending on the Masked Warrior Origin you pick.
Suit Upgrade/ Henshin Upgrade
Henshin Upgrades, or Suit Upgrades, increase you power and allows you to fight tougher opponents by yourself. With each upgrade to your suit you are stronger and your stamina increases. At level 2, you add 1 to your attack roll while transformed, which increases to +2 at 5th level, +4 at 10th level, +6 at 15th level and +8 at 20th level.
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 defeating enemies. You can't gain more points than what your current level allow. You gain back all Warrior Points after a long rest. You can only use one Warrior Ability at a time unless stated otherwise, and you can only use these points while in Warrior form unless stated otherwise.
- 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.
Spending 1 Warrior Point doubles your base jump distance for half a minute, and gives you an additional 10ft on both high and long jumps. Activating this ability counts as a bonus action.
- Patient Defense
You can spend 2 Warrior Points to take the Dodge action as a bonus action.
- Warrior Signature
As an action, you can spend 2 Warrior Points to perform your signature attack, which adds 1d4+2 to an unarmed attack, which increases to 1d6+3 at 7th level, and to 1d8+5 at 14th level. You can only perform this move 5 times, regaining all uses of it after a short rest.
At the 3rd Level, a Masked Warrior can choose a colour for their armor, which bestows upon it a temporary ability. The ability lasts for 5 turns, at which point the armor returns to its standard colour, as decided upon by the wearer. A Colour Shift has to be prepared before combat, and can be stored for up to 24 hours. A Masked Warrior has Colour Shifts equal to the user's level divided by 3, rounded down. The Colours are Red, Yellow, Blue, Pink, and Green.
- First Colour
This is where a Masked Warrior picks up his or her first Colour. You don't have to stick with one of them forever, though sticking with one each time you upgrade will make it stronger. At the 6th level, a Masked Warrior can either pick up another Colour or upgrade one he or she already has. At the 9th level, a Masked Warrior can either pick up another Colour or upgrade one he or she already has. At the 12th level, a Masked Warrior can either pick up another Colour or upgrade one he or she already has. At the 15th level,a Masked Warrior can either pick up another Colour or upgrade one he or she already has. At the 18th Level, a Masked Warrior can either pick up another Colour or upgrade one he or she already has. At 21st level, a Masked Warrior can either pick up another Colour or upgrade one he or she already has. At 24th level, a Masked Warrior can either pick up another Colour or upgrade one he or she already has. At 27th level, a Masked Warrior can either pick up another Colour or upgrade one he or she already has. At 30th level, a Masked Warrior can either pick up another Colour or upgrade one he or she already has.
At 3rd level, one martial weapon you own and are proficient with becomes your Henshin Weapon. As such, it is now unbreakable, and will return to you if called upon while on the same plane. Only one weapon can be your Henshin weapon. Your Henshin Weapon requires 5 Warrior Points to transform. While transformed, it's damage increases to 2d8 if it is a melee weapon, and 2d6 if it is a ranged weapon. This increases to 2d10/2d8 at 8th level, and 2d12/2d10 at 16th level. The weapon can only stay transformed for 3 turns before returning to its original form.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Masked Warrior Upgrade
At 6th level, you've started to tap in to the more mystical aspects of your Henshin Driver, which makes your unarmed and Henshin Weapon attacks magical for the sake of overcoming resistances. Along with this, your Henshin Armor becomes resistant to all nonmagical bludgeoning, piercing, and slashing damage.
At 7th level, you have become an expert at finishing off opponents with style. When attacking an enemy, you can choose to spend half of your Warrior Points, rounded down, to deal an extremely powerful attack that deals 2x damage. If this move successfully defeats an enemy, you recover half of the points you spent, rounded up. You can use your Warrior Signature along with your Finishing Blow, with the damage being calculated as (Base Damage + Warrior Signature) X 2. If you do this, however, failure to defeat the enemy returns you to your base form.
New Warrior Abilities
At 9th level, your Henshin Driver allows you to perform more Warrior Abilities.
As an action, you can perform a sweeping strike, dealing the same damage as an unarmed strike and knocking them prone is they fail a Dex saving throw of 10+ Masked Warrior Dex + Proficiency. This costs 3 Warrior Points.
- Lunging Attack
By using 3 points, you can perform a lunging strike at an opponent. This attack lets you move up to 10 feet towards an opponent, and allows you to add both your Str and Dex modifiers to the attack. This Warrior Ability uses both your movement and main action.
- Warrior's Call
You call out to your allies, telling them to either strike hard or brace themselves. All allies who are able to hear you gain +2 to AC or +3 to damage for the next three turns, with the choice being up to you. This acts as a bonus action that costs 4 Warrior Points.
- Drop Attack
As 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. Costs 4 warrior points.
At 10th level, your spirit grows stronger, giving you advantage against being Frightened or Charmed. The helmet of your Henshin Armor also improves, so that while transformed, you can no longer be blinded. Also, you may have your Henshin Armor gain a plus 3 to its AC and may have your speed increase by 15ft upon transformation, but your transform time is cut by half and you gain a level of exhaustion once you end the transformation.
At 12th level, a Masked hero can tap into the sheer power of their heroism and channel it into their attacks. Hero Time costs three Colour Shifts, and lasts for as long as a normal Colour Shift. During this time, a Masked Hero can add 1/2 (rounding down) of their Base Attack Bonus to their Damage Rolls. When the five turns are over, the effect wears off and the Hero has to 'recharge'. During this time, he or she can not Colour Shift and also takes a deduction of 1/4 (rounding down) of their Base Attack Bonus to their Damage Rolls.
At 13th Level, you can attack thrice, instead of twice, when you take the Attack action.
At 14 level, your driver's enhancements allow you to move and attack so swiftly, the average mortal eye cannot perceive it. However this will quickly result in fatigue, as this pushes the body beyond its limitations. Performing this action, will let you dash forward up to 15 feet, and on a successful attack roll critically strike. However, this also ends your turn, and bestows disadvantage against attack rolls and on defensive saves.
At 14th level, your driver allows you to take to the sky, and move 30ft per turn while airborne.
At 15th level, your experience in battle has made your base form stronger as well. You are able to use your Warrior Points to perform your Warrior Abilities while in your base form. This does not, however, include your Finishing Move.
At 17th level, you've become accustomed to battle, increasing your stamina significantly. Every other turn, you gain back 1 Warrior Point. Every critical hit and defeated opponent gives you 2 Warrior Points now as well.
Master of Martial Combat
At 18th level, not only do you get an Extra Attack, but a +2 to all Str rolls.
At 20th level, your connection to your Henshin Driver has become so strong, you can stay in your transformed state for as long as you want. Failing a Finishing Blow while using your Warrior Signature no longer returns you to your base form. Also, using a Warrior Signature no longer has the limit of 5 per short rest.
Also at 20th level, you have unlocked the ability to use your Final Form. Your Final Form is stronger, faster, and tougher than your normal transformation. All damage it deals is doubled, as it it's speed. Your AC increases to 23, and you can use your Henshin Weapon as much as you like and no longer gain exhaustion from transforming. You must have your Henshin drive active to enter final form, and failing a finishing blow while in final form only causes you to revert to your regular Henshin drive.
Epic Mask Warrior
|21st||Charisma Bonus, Bonus Feat, Seventh Colour|
|24th||Charisma Bonus, Improved Warrior Time, Eighth Colour|
|25th||Bonus Feat, Perfect Mask|
|27th||Charisma Bonus, Bonus Feat, Ninth Colour|
|30th||No-More Mask, Charisma Bonus, Final Colour|
2 + Int
- Bonus Feats
At 21st level, a Masked Warrior gets a bonus combat-oriented feat. The Masked Warrior gains an additional bonus feat at 23rd level and every two Masked Warrior levels thereafter (25th, 27th, and 29th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Masked Warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
- Charisma Bonus
At level 21, while wearing the mask, the Masked Warrior gains a +1 bonus to his Charisma score. The Masked Warrior gains an additional +1 bonus to his Charisma score at 24th level and every three levels thereafter (27th and 30th). The Masked Warrior does not gain the bonuses unless he is wearing the mask.
- Improved Warrior Time
At 24th level, a Masked Warrior can pull energy from all living things and channel it into their attacks. Improved Warrior Time costs five Colour Shifts, and lasts for as long as a normal Colour Shift. During this time, a Masked Warrior can add their full Base Attack Bonus to their Damage Rolls. When the five turns are over, the effect wears off and the Hero has to 'recharge'. During this time, he or she can not Colour Shift and also takes a deduction of 1/2 (rounding down) of their Base Attack Bonus to their Damage Rolls.
- Perfect Mask
At level 25, while wearing the mask, the Masked Warrior now gains a +6 bonus to Spot, Listen, Intimidate, and Search checks. The Masked Warrior's breathe weapon now increases to 2d8 damage per Masked Warrior level and can be used 4d4 times a day.
- No-More Mask
At level 30, the mask grants the Masked Warrior all of its powers. The Masked Warrior now gains all of the abilities of the mask, and no longer needs to wear it. Masked Warriors usually hold onto the mask until they find a suitable person to hand it off to.
Subclass: Colour Shifts
Masked Warriors rarely work alone. Instead, Three to six Warriors will come together to form a team know as a “series.” Each Warrior of a series has a different Colour which declines their powers. Typical colours are discribed below
Red Colour Shift
A Red Colour Shift grants the user a temporary boost of 4 Strength and allows the Masked Warrior to use the Monk ability 'Flurry of Blows' freely during the duration of the shift. They embody the element of Fire.
With one upgrade in the Red Colour Shift, if a Masked Warrior makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it'll instead takes no damage. A helpless Masked Warrior does not gain the benefit of evasion.
- Improved Evasion
With two upgrades in the Red Colour Shift, a Masked Warrior’s evasion ability improves. It still takes no damage on a successful Reflex saving throw against attacks, but henceforth it takes only half damage on a failed save. A helpless Masked Warrior still does not gain the benefit of improved evasion.
- Abundant Step
With three upgrades in the Red Colour Shift, a Masked Warrior can slip magically between spaces, as if using the spell dimension door, once per day. Its caster level for this effect is one-half its Masked Hero level (rounded down).
- Helios Drop
When Red Colour Shift is Upgraded four times, a Masked Warrior can strike from the heavens with the sheer power of passion. Besides doing a full attack, the target also takes 8d6 Crush damage. If the target is also unable to beat the Masked Hero in a Strength Check, the target is also on fire for 1d6 rounds.
- Burning Heart
When Red Colour Shift is Upgraded five times, a Masked Warrior can strike their foes with an Earth-shattering blow. The Masked Hero does a Full Attack, each punch also carrying 4d6 fire damage. The Masked Hero also gains +5 on their attack roll. The target must pass a Fortitude save (DC = 10 + 1/2 Masked Hero level + Strength modifier) or be lit on fire for 1d6 rounds. This attack can be used once per day and can not be combined with Flurry. This attack can only be used once per day, and doing so requires a 5 turn recharge where the Masked Warrior loses their Henshin Driver AC Bonus.
Yellow Colour Shift
A Yellow Colour Shift grants the user the ability to attack at a range. The user has a 15 foot range and can make ranged Touch Attacks, similar to their Unarmed Strike. The Colour Shift also temporarily raises the Masked Warrior's Attack Roll by +2. They embody the element of Light.
- Movement Bonus
With one upgrade in the Yellow Colour Shift, a Masked Warrior can move faster than normal. They gain an additional +10 to their movement speed.
- Greater Overrun
With two upgrades in the Yellow Colour Shift, a Masked Warrior can move over enemies in combat. When using the Overrun combat maneuver, they can overrun any number of opponents in their movement path so long as they move in a straight path. In addition they may move twice their current movement rate while Overrunning by making the Overrun combat maneuver a full-round action instead of a standard action. If they fail a Strength check at any point, the maneuver ends as normal. When Upgraded three times, a Masked Warrior gains Double Range while in Colour Shift.
- Double Range
With three upgrades in the Yellow Colour Shift, a Masked Warrior can now attack from a distance of 30 feet.
- Justice Beam
When Yellow Colour Shift is Upgraded four times, a Masked Warrior can fire a righteous laser to damage their foes. They shoot a cone-shaped beam with a range of 50 feet, dealing 5d6 Radiant damage. Targets are allowed a Reflex save (DC = 10 + 1/2 Masked Warrior level + Dexterity modifier) for half damage, and any target that was looking in the direction of the Masked Hero is also blinded for the next 1d6 rounds. Undead creatures take double damage from this attack.
- Prism Rush
When Yellow Colour Shift is Upgraded five times, a Masked Warrior rushes opponents at the speed of light to unleash a devastating flurry of rainbow-colored punches. The attack is so fast that targets do not get a save to avoid damage. They execute 10 punches that can be distributed between all visible enemies, after which they will return to their original position. Each attack is made similar to a Charge, in that they must run in a straight line and have a clear path to the enemy. If the path is obstructed, they cannot attack. If the path to the original position is obstructed, they will stay wherever they ended the attack. Each punch deals 2d6 Radiant damage and carries a bonus effect based on a d6 roll. 1 will deal 10 Fire damage, 2 will deal 10 Cold Damage, 3 will deal 10 Electric damage, 4 will deal 10 Acid damage, 5 will deal 10 Force damage, and 6 will result in two additional effects (ignoring anymore 6's). Undead creatures take double damage for each punch. This attack can be used once per day, and doing so requires a 5 turn recharge where the Masked Warrior loses their Henshin Driver AC Bonus.
Blue Colour Shift
A Blue Colour Shift grants the user a boost in both Constitution and Armor Class. The Con boost is worth 4 points, and the Armor Class increase is the Hero's new Con Modifier. They embody the element of Water.
- Combat Insight
With one upgrade in the Blue Colour Shift, the Masked Warrior can add their Wisdom modifier as a bonus to their Armor Class.
- Control Water
With two upgrades in the Blue Colour Shift, a Masked Warrior can use Control Water as a spell-like ability.
- Frozen Spikes
With three upgrades in the Blue Colour Shift, a Masked Warrior can create ice shards to stick out of their armor, acting similar to Armor Spikes. When Upgraded four times, a Masked Hero can use the ability Torrential Rush while in Colour Shift.
- Torrential Rush
When Blue Colour Shift is Upgraded four times, a Masked Warrior can send forth a wave of water to crush enemies. The wave is 30 feet wide, 40 feet tall, and travels for a distance of 100 feet, dealing 6d6 Force damage to all enemies caught within the wave. Targets are allowed a Reflex save (DC = 10 + 1/2 Masked Hero level + Wisdom modifier) for half damage. Fire-based creatures are damaged by d10 instead of d6.
- Frozen Pride
When Blue Colour Shift is Upgraded five times, a Masked Warrior can manipulate the water in the air around them to below freezing temperatures. The Masked Warrior will freeze all enemies within a 50 foot radius, dealing an initial 3d8 Cold damage. Targets are allowed a Fortitude save (DC = 10 + 1/2 Masked Warrior level + Constitution modifier) to free themselves, and are damaged an additional 1d8 Cold damage for every turn that they fail. If the target is a water-based creature, the damage is increased to d10 instead of d8. If the target is fire-based, the DC for escaping is decreased by 5. This attack can be used once per day, and doing so requires a 5 turn recharge where the Masked Warrior loses their Henshin Driver AC Bonus.
Pink Colour Shift
A Pink Colour Shift grants the user the Rogue's Sneak Attack ability for five turns. Furthermore, the Masked Warrior also gains Trapfinding for the duration of the change. They embody the element of Wind.
- Uncanny Dodge
With one upgrade in the Pink Colour Shift, the Masked Warrior retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still loses their Dexterity bonus to AC if immobilized. When Upgraded twice, a Masked Hero can use the feat Improved Uncanny Dodge while in Colour Shift. Improved Uncanny Dodge (Ex): With two upgrades in the Pink Colour Shift, a Masked Hero’s can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
- Air Walk
With three upgrades in the Pink Colour Shift, a Masked Warrior can use Air Walk as a spell-like ability once per day. If the Masked Hero choose Fly as their Power Armor upgrade, they instead have a fly speed of 90 feet (or 70 feet if they carry a medium or heavy load) and have perfect maneuverability.
- Tornado Fist
When Pink Colour Shift is Upgraded four times, a Masked Warrior can form small tornados around their hands to strike their opponent. Besides doing a full attack, the target also takes 5d6 Force damage. If the target is also unable to beat the Masked Hero in a Strength Check, the target is also blown back a distance of 30 feet. If the target collides with a solid object that is sturdy enough to stop them, then they take an additional 3d6 damage. If that solid object is another creature, they will also take 3d6 damage.
- Hurricane Soul
When Pink Colour Shift is Upgraded five times, a Masked Warrior can harness the destructive forces of nature and summons a powerful storm to barrage enemies. The Masked Warrior can use Whirlwind as a spell-like ability. When a target takes damage after failing the first save, they will take an additional 1d6 damage for every size smaller than Large. When they take damage after failing the second save, they will take an additional 1d8 damage for every size smaller then Medium. This attack can be used once per day, and doing so requires a 5 turn recharge where the Masked Warrior loses their Henshin Driver AC Bonus.
Green Colour Shift
While In Green Colour Shift a masked Warrior can use the statistics of one Plant, Beast, or Fey in addition to its own. The maximum CR of the creature is 1 plus the number of upgrades on this Colour shift.
Prerequisites. To qualify for multiclassing into the Masked Warrior class, you must meet these prerequisites: 11 dexterity
Proficiencies. When you multiclass into the Masked Warrior class, you gain the following proficiencies:strength, one martial weapon