Masquerade, Variant (5e Class)

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Recycle.png This page was marked as abandoned on 17:05, 18 November 2020 (MST) because: This class has been left in an unusable state by its creator, and is still very far from being completed. (discuss)

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<!-Introduction Leader->[edit]

Creating a[edit]

Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Masquerade you gain the following class features.

Hit Points

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


Armor: Light and medium armor
Weapons: Simple weapons, martial weapons
Tools: Thieves tools or Tinkerers tools
Saving Throws: Constitution and Charisma
Skills: =Choose two from Intimidation,Perception,Stealth,Religion,insight,history


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

Table: The Masquerade

Level Proficiency
1st +2 At lvl 1 you can cast Disguise self without using a spell slot
2nd +2 At lvl 2 you now can back stab your enemy with your knife for hit die that
3rd +2 At lvl 3 you finally get to imbue your weapon with A magic rune provided by your subclass and you can cast invisibility without a slot once per short rest
4th +2 Ability Score Improvement, At lvl 4 Window of Distraction. When an Allie hits an enemy you can compete with their perception role to get a back stab
5th +3 At lvl 5 second attack
6th +3 At lvl 6 on a successful Charisma check passing your voice DC 10 and DC 19 if you dont know this creatures language. on pass you know this creatures language
7th +3
8th +3 Ability Score Improvement, lvl 8 Cast ... on an enemy and it works like compelled duel
9th +4
10th +4 At lvl 10 you can into change into non-humanoid creature
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

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<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

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<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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