User:DanHxH/Mask Bearer

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The Mask Bearer[edit]

The Mask Bearer is a unique class that on its own is incredibly weak. Only when wielding a mask that is imbued with the arcane does he become a force to be reckoned with.

Creating a Mask Bearer[edit]

Quick Build[edit]

When creating a mask bearer the ability scores are up to the preference of the user. A mask bearer could be an agile ninja that never shows his face, a towering brute with skin that is as hard as stone, a mask bearer alone is nothing so use whatever ability scores conform most to your preferred playstyle.

Class Features[edit]

As a Mask Bearer you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Mask Bearer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mask Bearer level after 1st

Proficiencies[edit]

Armor: None
Weapons: Simple Weapons
Tools: Leatherworker's tools
Saving Throws: Any two of your choosing
Skills: Any two of your choosing

Equipment[edit]

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

(a) shortsword or (b) two daggers
(a) studded leather armor or (b) chain shirt
A Mask Frame, Leatherworkers tools one Pack of your choice
If you are using starting wealth, you have 5d4 x 5 gp in funds.

Table: The Mask Bearer[edit]

Level Proficiency Bonus Features
1 +2 Mask Maker, Expertise
2 +2 Observe, OR, Initiate
3 +2 Earthly Knowledge
4 +2 Ability score improvement
5 +3 Evasion, Increased carrying space
6 +3 Deflect, OR, Extra attack
7 +3 Mask Making Proficiency
8 +3 Archetype Feature
9 +3 Imitate Likeness
10 +4 Channeled Attack
11 +4 Knowledge of the Arcane
12 +4 Archetype Feature
13 +4 Ability Score Increase
14 +4 Archetype Feature
15 +5 Divine Knowledge, Archetype Feature
16 +5 Ability Score Improvement
17 +5 Archetype Feature
18 +5 Imbue Arcana
19 +5 Example
20 +6 Unrestrained Arcane Knowledge, Archetype Feature

Mask Bearer Features[edit]

Mask Maker[edit]

What is a mask bearer without a mask to bear?
Starting at level one you use a short rest to change the Mask Frame into a level 0 mask of your choice.

Expertise[edit]

Everyone is good at something right?
Starting from level one you can choose two skills, double your proficiency bonus in those skills. NOTE: you do not need to have proficiency in those skills at the time of choosing however your bonus remains zero until you don a mask that gives you proficiency in those skills.

Observe[edit]

A Good Mask Maker pays attention to detail.
Upon either being hit by an attack once or watching an ally (or allies) get hit by an attack for a total of 3 times you can learn the name of the attack, what type of damage it deals, and the attack has disadvantage to hit you for 5 turns.

Initiate[edit]

I get the job done quick whether it be a mask or a fight.
For your first attack on a creature you have advantage and the attack does an extra 1d4+2 damage.

Earthly Knowledge[edit]

The Mask Bearer gains greater knowledge of the earth.
Allows the crafting of the elemental masks: Earth, Water, Fire, and Air. Find the details on these masks under the Masks section.

Evasion[edit]

A Mask Maker's gotta have a sharp eye.
when asked to make a dexterity saving throw to take half damage, upon succeeding you can instead take no damage.

Increased Carrying Space[edit]

Starting at 5th level you can carry three masks at a time.

Deflect[edit]

Your movement has been tempered by hours of working on masks
Starting at 6th Level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d 10 + 4

Extra Attack[edit]

Quick hands, Quick job.
Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Mask Making Proficiency[edit]

With this feature you can produce/change 2 masks per short rest however each mask can only be changed one time until you complete a long rest.

Imitate Likeness[edit]

Starting at level 9 you can create a mask based on a creature (with a challenge level half or less than your level rounding up) and imbue a mask with its power. Donning that mask will allow you to become that creature for 10 turns or until the mask is removed.

Channeled Attack[edit]

You can use an ability modifier of your choice when attacking with a weapon as opposed to your strength or dexterity.

Knowledge of the Arcane[edit]

Starting at level 11 you can create the Arcane Masks: Malice and Hope. You can only possess one Arcane mask at a time.

Divine Knowledge[edit]

Starting at level 15 you can create the Divine Masks: Life, Death, and Severance. You can only possess one Divine mask at a time.

Imbue Arcana[edit]

Starting at 18th level you can imbue your masks with extra forces of the arcane, you can make any attack you do while wearing a mask of Earthly or Divine knowledge a magic attack.

Unrestrained Arcane Knowledge[edit]

At level 20 you can possess both the Arcane Masks and their unrestrained forms simultaneously. You also gain the power to create The Forgotten: Blood, Purity, and Chaos.

Masks[edit]

Earthly Knowledge[edit]

Stone[edit]

Be resolute and unmoving in your decisions, that is the way of stone.
Upon Donning this mask you gain proficiency in heavy armor and if you aren't wearing heavy armor increase your AC by 3.

At level 8 Gain the ability: "Firm Stance".
Firm Stance: You can halve your initiative roll to make the opponent's first 3 attacks on you do half damage.

At Level 12 Gain the ability: "Armor Master".
Armor Master: you can increase your AC by +4 (if it is not heavy armor)

At Level 14 Gain the ability: "Immovable form".
Immovable Form: You can make your Dexterity modifier 0 to distribute it across your strength and constitution modifiers for as long as you don the mask.

At level 17 Gain the ability: "Unwavering Resolve".
Unwavering Resolve: as a reaction, you can choose to make a strength saving throw with a DC of 18 to halve the damage from one non magical attack.

At level 20 Gain the ability: "Soldier of Stone"
Soldier of Stone: Halve all non magic damage dealt to you while wearing heavy armor and all close range attacks you perform have a +5 to hit.

Sea[edit]

Be sure of yourself but open to change. This is the way of the Sea.
Upon donning this mask gain proficiency in Medium armor and add +1 to your proficiency bonus.

At level 8 Gain the ability: "Jack of all trades"
Jack of all Trades: Gain proficiency in one extra skill of your choosing and one new weapon while you don the mask.

At Level 12 Gain the ability: "Expertise".
Expertise: Choose two skills that you have proficiency in and double your proficiency bonus in those skills.

At Level 14 Gain the ability: "Flow of Knowledge".
Flow of Knowledge: You can increase one of your ability modifiers by your proficiency bonus.
NOTE: This change affects ONLY the ability modifier NOT the skill modifiers based on that ability.

At level 17 Gain the ability: "Crashing of waves".
Crashing of Waves: Choose three saving throws; gain proficiency in them while donning this mask. This choice can be changed on reaching level 20 and during any long rest after reaching level 20.

At level 20 Gain the Ability: "Warrior of the Waves".
Warrior of the Waves: Your proficiency modifier is +7 while donning the mask, gain proficiency in two more skills of your choice.

Wind[edit]

Don't get hit. Don't be seen. This is the way of the wind.
Gain proficiency in light armor, add +3 to your dexterity saving throw, and increase your speed by 20 feet.

At level 8 Gain the ability: Initiate.
Initiate: double your dexterity modifier when rolling for initiative. Gain advantage on your first stealth check each day.

At Level 12 Gain the ability: Evasive strategy.
Evasive strategy: after a successful close range attack you always have access to the disengage action.

At Level 14 Gain the ability: Light on my feet.
By using "Light on my feet" you can choose to roll a dexterity saving throw with a DC determined by the DM to negate all damage dealt by an unarmed strike

At level 17 gain the passive skill "Quick Thinker".
Quick thinker: When asked to perform a dexterity saving throw you can roll 1d4, if it is an even number you can subtract your dexterity modifier from the DC.

At level 20 "Light on My Feet" can be used in reaction to any non-magic attack.


Flame[edit]

If something gets in your way burn it to the ground. This is the way of the Flame.
Upon donning the mask gain the skill "Flash Fire", proficiency in Arcana, and receive the cantrips: Firebolt, and create bonfire.
At level 8 Gain the ability: "Hot Hands".
Hot Hands: All unarmed strikes you perform have +3 to hit and +3 damage on hit, you also get a +1 to sleight of hand checks.

At Level 12 Gain the ability: "Hot Head" as well as 3 1st level spell slots, two level two spell slots, and one level three spell slot.
Hot Head: You can roll 1d4, decrease your intelligence modifier by the number rolled but add that number to one other ability score of your choice. This effect remains active for 1 hour and can be used again after a short rest. Level 1 spells: Burning Hands, Sacred Flame, Mage Armor
Level 2 spells: Flame Blade, Flaming Sphere
Level 3 spell: Fireball

At Level 14 Gain the Ability: "Soul of Flame".
Soul of Flame: any attack you perform that would deal fire damage is rolled to hit against a -5 AC.

At level 17 Gain the ability "Radiating Heat"
Radiating Heat: after a successful attack (performed by you or on you) you can spend 1 hit dice point to deal 1d8+4 to everything within 15 feet of you.

At level 20 Gain the ability: "Envoy of Flame", or, "Volcanic Vessel"

Envoy of Flame: Gain one level 5 spell slot. All magic attacks involving fire (that are cast by you) have a +3 to hit and +4 damage on a hit.
Level 5 spell: Flame Strike
Volcanic Vessel: When your hitpoints drop to 0 or bellow you can permanently decrease an ability score of your choice by one point to deal 3d8+1 fire damage to everything within 50 feet then heal an amount equal to the total damage dealt to all targets. (you still roll to hit)

Arcane Knowledge[edit]

Malice[edit]

You learn spells from the Wizard Spell Table as you level up, you can only access those spells while wearing the Mask of Malice.
Passive ability: "Heart of Malice"
Heart of Malice: All magic attacks deal malice damage and are unaffected by magic resistance.

At level 12 Gain the ability: "Malice burst".
Malice Burst: +1 to hit all enemies within 50feet for 2d8+4 damage and knocks all enemies hit prone. You can follow up this attack with an unarmed attack or while using a simple weapon, attacks on prone targets always hit.

At level 14 Gain the ability: "Channeled hatred"
Channeled Hatred: you can use a simple weapon as a focus to deal +3 damage.

At level 17 Gain the ability: "Targeted Malice"
Targeted Malice: spend one spell slot of level 7 or higher to make your next attack a roll against an AC of 1.

At level 20 Gain the ability: "Malice Puppeteer" and the ability, "Deeprooted Hatred" as well as the passive ability: "Unrestrained knowledge".
Malice Puppeteer: Summon three Malice Wolves. They can only attack Prone targets and all their attacks deal malice damage.
Deeprooted Hatred: You can substitute your Intelligence modifier when rolling for dexterity or strength.
Unrestrained knowledge: all malice attacks do an extra 1d4 of damage and your intelligence score is a 20 as long as you don this mask.
When using the unrestrained mask you can learn 1 additional spell of every level from any table.

Malice Wolves[edit]

Str: 16
Dex: 20
Int: 13
Wis: 14
Con: 14
Cha: 15

Lunge: Deal 4d6+5 damage to one prone target.

Spell Slot Table[edit]

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

Hope[edit]

Gain proficiency in heavy armor and learn spells from the cleric spell list while you don this mask.

Passive ability: "Ray of Hope"
Ray of Hope: Every time you take damage you can roll 2d12 +your wisdom modifier, if your roll is higher than the damage you took you can heal 1 ally 2d8 health.

At level 12 Gain the Ability: "Guiding Light"
Guiding Light: Instead of attacking you can roll 1d20, if you roll a 10 or higher blind all creatures within 30 feet, halving their AC until their next turn. For every creature you blind you can heal 1d4 health.

At level 14 Gain the Ability: "Barrier of Light"
Barrier of Light: Every time you land a magic attack you can increase your AC by your wisdom modifier until you take damage again.

At level 17 Gain the Ability: "Healing light"
Healing Light: increase the radius of Guiding light to 50 feet and whenever you would blind a friendly creature you can instead heal them 1d8. Healing creatures with Guiding Light triggers the secondary effect of 1d4 healing.

At level 20 Gain the Abilities: "Servant of Light", "Undying Hope", and the passive ability: "Unrestrained knowledge"
Undying Hope: When you would drop to 0 or less health, you can expend 1 spell slot of any level, heal that many healthpoints.
Servant of Light: You can summon two servants of light, They can only attack blinded creatures and heal allies that weren't blinded.
Unrestrained knowledge: Your wisdom ability score becomes 20 while you don this mask and you can substitute your wisdom modifier for strength or constitution checks.

Servant of Light[edit]

Str: 16
Dex: 10
Int: 13
Wis: 20
Con: 14
Cha: 15

Light Shock: Deal 2d4+5 magic damage to one blinded enemy. If an ally was unaffected by guiding light you can heal them 1d6 instead of attacking an enemy.

Spell Slot Table[edit]

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

Divine[edit]

Life[edit]

Upon Donning this mask gain proficiency in all ranged weapons and heavy armor in adition to the abilities: "Touch of Life", "Enduring Soul", "Mark of Life" and the ability "Eternal"
Touch of Life: Heal one creature you are touching for 4d8+ your wisdom modifier, can only be used once a day, after a long rest.
Mark of Life: Choose one creature within 15 feet that you can see, heal for half of the damage dealt to that creature until your next turn.
Eternal: Choose one creature within 5 feet, that creature can not die until your next turn. If it would die it instead drops to 0 health.

At level 17 Gain the Ability: Valhalla: When you would drop below 0 hp you can roll a wisdom saving throw with a DC equal to the amount of damage the last attack that hit you dealt. On a success instead drop to 5 hp. This ability can only be used once per turn.
At level 20 Gain the Ability: Angel: As a bonus action you can roll 1d20; an ally that you are making contact with, gains that much temporary HP, additionally you and that ally gain resistance to necrotic damage until the end of the day.

Death[edit]

Upon Donning this mask gain proficiency in light armor as well as the abilities: "Touch of Death", "Heart of Pain", and the passive ability: "Scythe"
Touch of Death: Deal 4d8+ your intelligence modifier to a creature you are touching.
Heart of Pain: Halve your current health and deal that damage to every hostile creature within 15 feet.
Scythe: When attacking, you can choose to either: Pay health points and add that amount to your roll to hit, or Pay health points to increase the damage you deal with an attack. You can use this ability as many times a day as you want, but, you can only use one effect per attack.

At level 17 Gain the Ability: Call of darkness: When a creature drops to 0 hp within 30 feet of you you can use a reaction to banish it to "The Dark World" for 100 years.
At level 20 Gain the Ability: Authority of Death: Whenever a creature would deal damage to you or another ally you can make that creature take 1d4 necrotic damage and the ally that took damage gains 1 death counter. If an ally dies, the creature that killed it takes damage equal to 10 x the number of death counters that ally had when they died. Death counters reset at the end of each day.

Severence[edit]

Upon Donning this mask gain proficiency in Longswords, Greatswords, and medium armor as well as the ability "Severence", also gain 4 "Severance counters". You can not have more severance counters than half your level (rounded down). Gain the abilities: Countdown, and, Master of Blades at level 17 and 20 respectively.
Severance: Upon releasing the material you can begin to grasp the incorporeal.

By offering up items that amount to a certain cost you can summon a number of legendary weapons.
10 gp: Goujian
100 gp: Paradise Lost
1000 gp: Durandal
5000 gp: Usumidori

Goujian[edit]

A Shortsword that once belonged to a powerful emperor.
This sword cannot break unless it is cast into the mouth of an active volcano.

+1 to hit, roll 1d10 on a hit. 

If you roll a critical hit with this weapon you can add 1d8 radiant damage to that attack.

Paradise Lost[edit]

A legendary dagger made from the soul of a demon lord.
When attacking you can roll 1d6 and either add that result to your attack roll or to your damage roll.
On hit deal 2d8 necrotic damage and 1d4 slashing damage.
While weilding this sword you can speak 2 more languages of your choice, these languages can be rechosen at the end of a long rest.

Durandal[edit]

A gold and silvered sword delivered to earth by an angel.
When an ally successfully completes an attack you can immediately attack that creature, without using any modifiers, but deal 3d4 damage instead of the typical 2d10.
When attacking on your turn you can add 1d8 to your attack roll. On hit deal 2d10 piercing damage and 1d8 radiant damage. If you are attacking an undead creature you can also deal an additional 2d4 radiant damage.

Usumidori[edit]

The sword of a legendary samurai stained by betrayal.
Link: When you deal over 10 damage to a creature you can read its thoughts and all of its attacks against you are rolled with disadvantage.
Combination assault: After successfully attacking a creature you can instantly attack 1 more time while still applying modifiers. If you roll a critical hit you can instead attack 3 additional times with advantage.
Bloodstained Parry: If a creature that you are linked to successfully attacks you, you can roll 3d8 and reduce the damage you take by that much. If you block more damage than you would have lost you can gain hp equal to the difference, if this would bring you over your hitpoint maximum gain temporary hitpoints equal to the difference for 1 hour. This effect can only be used once per day.

Countdown: After successfully attacking a creature with a sword summoned by severance you can expend 1 severance counter, that creature takes 1 damage at the beginning of each players turn. This damage cannot be decreased or mitigated in any way.

Master of Blades: At the beginning of combat, after rolling initiative, you can choose 1 damage type; For the rest of the day your weapons summoned by severance deal an additional 1d6 of that type of damage.

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