Mask Bearer (5e Class)

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The Mask Bearer

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

Quick Build

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

As a Mask Bearer you gain the following class features.

Hit Points

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

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

Equipment

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 Outline, Leatherworkers tools one Pack of your choice
If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Mask Bearer

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

Mask Bearer Features

Mask Maker

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

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

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

I get the job done quick whether it be a mask or a fight.
For your first attack on a creature you do not roll to hit and the attack does an extra 1d4+2 damage.

Earthly Knowledge

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

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. Additionally if you have already observed an attack that was performed by that creature you can ignore the throw completely and choose to take half damage.

Increased Carrying Space

Starting at 5th level you can carry three masks at a time, at 15th level you can hold 5 masks.

Deflect

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

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

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

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 30 turns or until the mask is removed.

Channeled Attack

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

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

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

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

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

Stone

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

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

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

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 using any type of flame 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 1d8+2 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)

Malice

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

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

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

Spell Slot Table

LevelCantrips Known1st Level spells2nd Level spells3rd Level spells4th Level spells5th Level spells6th Level spells7th Level spells8th Level spells9th Level spells
132--------
233--------
3342-------
4443-------
54432------
64433------
744331-----
844332-----
9443331----
10543332----
115433321---
125433321---
1354333211--
1454333211--
15543332111-
16543332111-
175433321111
185433331111
195433332111
205433332211
Unrestrained6544443322

Hope

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

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

LevelCantrips Known1st Level spells2nd Level spells3rd Level spells4th Level spells5th Level spells6th Level spells7th Level spells8th Level spells9th Level spells
132--------
233--------
3342-------
4443-------
54432------
64433------
744331-----
844332-----
9443331----
10543332----
115433321---
125433321---
1354333211--
1454333211--
15543332111-
16543332111-
175433321111
185433331111
195433332111
205433332211
Unrestrained6544443322

Life

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, charge refills after a long rest.
Enduring Soul: Twice a day when you would fail an ability check or "to hit" roll you can choose to succeed instead.
Mark of Life: Choose one creature within 100 feet that you can see, heal for half of the damage dealt to that creature until your next turn.
Eternal: Choose one creature within 20 feet, that creature can not die until your next turn. If it would die it instead remains at 1 health.

At level 17 Gain the Ability:
At level 20 Gain the Ability:

Death

Upon Donning this mask gain proficiency in light armor as well as the abilities: "Touch of Death", "Heart of Pain", "Call From Beyond" 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 40 feet.
Call from Beyond: Choose one creature that you can see within 50 feet, contest an intelligence roll with that creature and if you succeed banish it to "The Dark World" until you stop focusing.
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:
At level 20 Gain the Ability:

Severence

Upon Donning this mask increase your maximum carrying weight by 100 pounds, gain proficiency in Longswords, Greatswords, and medium armor as well as the abilities: "Dance of 10,000 Blades", "Omega", and "Severence"
Dance of 10,000 Blades: Choose one creature within 50 feet that you can see, it makes a perception check with a DC of 10+ a modifier of your choice, if it fails deal:
6d4 of Necrotic damage
6d6 of Radiant damage
6d4 of Piercing damage
5d8 of Fire damage
and incapacitate it until it succeeds on a Dexterity save with a DC of 13.
Omega: Summon a sword called Omega. You can have up to 15 of these blades summoned at a time. These blades only exist while you wear this mask.
Severence: When attacking gain +3 to hit and if you deal over 30 damage in one hit you can instakill that target.

At level 17 Gain the Ability:
At level 20 Gain the Ability:

OMEGA

When attacking you can add one modifier of your choice to hit.
On hit deal 4d8+ one modifier of your choice.
To determine the damage type r1d4
1: Necrotic
2: Radiant
3: Piercing
4: Fire





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