Oath of the Mask (5e Subclass)
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Oath of the Mask[edit]
Masked Paladin
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Paladin Subclass
Paladins who take the Oath of the Mask take their identity seriously. They do their best to keep their identity a secret from most people only sharing with very close friends or extremely trustworthy people. These paladins may first take this oath for many reasons, from wanting to hide a bad scar they have to trying to protect their loved ones.
Tenets of the Mask[edit]
The tenets of the Oath of the Mask drive a paladin to keep their identify a secret from all of their foes and fight others who threaten it.
Identity is Key. You must keep your identity a secret from your enemies as best as possible.
Mask of Power. Have your signature mask be know to all. There is no harm in having people know the power of the mask.
Hidden Mask. Keep your mask on you at all times. You never know when you'll need it.
Oath Spells[edit]
You gain oath spells at the paladin levels listed in the Oath of the Mask Spell table. See the Sacred Oath class feature for how oath spells work.
Oath of the Mask Spells[edit]
Paladin Level | Spells |
---|---|
3rd | disguise self, cause fear |
5th | blindness/deafness, darkness |
9th | fear, gaseous form |
13th | banishment, phantasmal killer |
17th | banishing smite, modify memory |
Signature Mask[edit]
The mask Oath of the Mask paladins use has now been infused with the power of their oath. Starting at 3rd level, while wearing your signature mask, it cannot be forcibly removed from your face against your will while you are conscious. The mask can also be used as your spellcasting focus for your Oath Spells.
Channel Divinity[edit]
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Social Enhancement. As a bonus action, you can use your Channel Divinity to augment your social ability. For the next 10 minutes, you have advantage on Charisma checks.
- Enchanting Presence. You can use your Channel Divinity to show either a charming or terrifying presence of your mask. As an action, you force any number of creatures of your choice within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes charmed or frightened by you (your choice) for one minute.
Aura of Importance[edit]
Beginning at 7th level, you emanate an aura that inspires your allies, keeping their minds in check. You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Superior Mask[edit]
Starting at 15th level, the mask you wear gains some extra properties. While wearing the mask, you gain the following benefits:
- You can use use your divine sense to see the unseeable. As a bonus action, you can use a use of your divine sense feature and gain 10 feet of Truesight for one minute.
- You may try to blind creatures in front of you with a blinding light from your mask. As an action, each creature in a 20-foot cone must succeed a Constitution saving throw or be blinded for one minute. On a failure, a creature is blinded for one minute. At the end of each of its turns, the creature can make a Constitution saving throw. On a successful save, the effect ends.
You can use either of these abilities a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Aspect of the Mask[edit]
At 20th level, you can use the full potential of your mask to help defeat your enemies. As a bonus action, the mask grips onto your face and you gain the following benefits for 1 minute:
- You gain 60 feet of Truesight.
- You gain a bonus to your attack and damage rolls equal to your Charisma modifier.
- You have advantage on Charisma checks and Charisma saving throws.
- Hostile creatures within 30 feet of you subtract your Charisma modifier (minimum of -0) on saving throws against your spells and effects.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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