Masked Warrior, Variant (5e Class)

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Masked Warrior, Variant


Description

Masked Warriors, (Power Rangers, Super Sentai, Kamen Riders, Makai Knights, Etc.), are people who, in their Unmasked 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 Warrior 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.

By Jiur998


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.l

Class Features

As a Masked Hero you gain the following class features.

Hit Points

Hit Dice: 1d10 per Masked Hero level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Masked Hero level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple Weapons, Martial Weapons
Tools: One Artisan tool, and one other tool
Saving Throws: Dexterity, Charisma
Skills: Choose two: Perception, Athletics, Acrobatics, Investigation, Intimidation, and Insight

Equipment

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

  • A Warrior 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. (Talk to your DM about what the significant item can be)

Table: The Masked Hero

LevelProficiency
Bonus
FeaturesWarrior Points
1st+2Warrior's Strike, Masked Driver0
2nd+2Warrior Abilities5
3rd+2Masked Weapon, Warrior Path6
4th+2Ability Score Improvement7
5th+3Extra Attack8
6th+3Masked Driver Upgrade, Warrior Path9
7th+3Finishing Blow10
8th+3Ability Score Improvement11
9th+4New Warrior Abilities12
10th+4Super Form, Warrior Path13
11th+414
12th+4Ability Score Improvement15
13th+5Extra Attack16
14th+5Warrior Path17
15th+5Seasoned Warrior18
16th+5Ability Score Improvement19
17th+6Warrior's Stamina20
18th+621
19th+6Ability Score Improvement23
20th+6Final Form25

Warrior's Strike

At 1st level, you can use Dexterity instead of Strength for the attack and damage rolls of your Masked Weapon and unarmed strikes. While not in Warrior form your unarmed strikes deal 1d4 point of bludgeoning damage, which increases to a d6 when transformed.

Masked Driver

Also at 1st level, a Masked Warrior can use their Masked Driver, which can look like anything, the player can have full creative control over this. It is unbreakable and will return to you if lost after a 1 hour ritual. Upon usage and successful transformation they are referred to as an alias of their choice. It allows the Warrior to transform into their Masked Warrior form, taking a bonus action. Before transforming, Masked Warriors would shout a word that identifies them. Usually "Henshin!". Activating the Driver will start the timer for the Masked Warrior form. The transformation has an allotted time per long rest which is 5 minutes (50 rounds). If the time limit is exceeded, you then receive 1 level of exhaustion per 5 rounds after your time is up. The player can end their transformation as a bonus action. 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.

Masked Armor

The Warrior's armor created by transforming with the Warrior Driver. AC base is 10 + Dexterity modifier + Proficiency. 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.

Warrior Abilities

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 reducing enemies to 0 hitpoints. You can't gain more points than what your current level allow. You gain back all Warrior Points after a long rest, and you regain points up to your proficiency per short rest. You can only use one Warrior Ability at a time unless stated otherwise.

Warrior DC

Some of your Warrior abilities impose a saving throw, the DC is 8 + Charisma modifier + Proficiency.

Heroic Counter

By using 3 Warrior points and a reaction, you can make one unarmed or melee attack with your Masked Weapon against an enemy who strikes at you. If you hit, you deal your normal damage aswell as causing them to make a Strength saving throw against your Warrior DC. On on a failure they miss.

Patient Defense

By using 2 Warrior points and a bonus action, you can take the Dodge action.

Signature Move

By using 3 Warrior points, and when you successfully strike an enemy with an unarmed or melee attack with your Masked Weapon you can perform your Signature Move, which adds 2d6 + Charisma modifier to the base damage, which increases to 3d6 at 7th level, and to 4d6 at 14th level.

Masked Weapon

At 3rd level, one martial weapon you own and are proficient with becomes your Masked Weapon after a 1 hour ritual. As such, it is now a treated as a +1 magic weapon, it can be summoned to you while on the same plane using a bonus action. Only one weapon can be your Masked weapon at a time, unless stated otherwise. It upgrades to +2 at 10th level, and a +3 at 17th level. You can choose its appearance like how you choose your armor's appearance. If you choose to, your unarmed strikes can go through this same change, however you cannot change the appearance of your unarmed strike.

Warrior Path

Also at 3rd level, you choose what kind of path you want to take on your journey. You can choose from the Way of the Mage, Way of the Primal, and Way of the Knight.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Masked Driver Upgrade

At 6th level, you've started to tap in to the more mystical aspects of your Driver. Using your Masked Driver, once per long rest, you can cast Find Steed.

Finishing Blow

At 7th level, you have become an expert at finishing off opponents with style. Before rolling an attack, you can use 5 Warrior points, to deal an extremely powerful attack that deals 2x damage. The damage being calculated as (Base Damage + Extra damage dice) X 2. You can use this feature 3 times before needing to do a long rest.

New Warrior Abilities

At 9th level, your Warrior Driver allows you to perform more Warrior Abilities.

Sweeping Strike

By using 3 Warrior points, you can perform a Sweeping Strike as part of your unarmed or melee attack using your Masking Weapon, dealing the same damage as an unarmed or melee strike, but you can target one additional target within 5ft. You impose a Dex saving throw, on a failure the extra target takes the same damage you rolled on the first target. You can do this a number of times equal to your Charisma modifier (minimum of 1) before needing a short rest.

Tripping Attack

By using 3 Warrior points, you can perform a Tripping Attack as part of your attack, dealing the same damage as an unarmed or melee strike. You impose a Strength saving throw, on a failure the target is prone. You can do this a number of times equal to your Charisma modifier (minimum of 1) before needing a short rest.

Warrior's Call

By using 4 Warrior points and a bonus action, you can call out to your allies telling them to either strike hard or brace themselves. You and all allies that are in a 60 foot radius gain +5 to damage or +2 to AC for 30 seconds (5 rounds), with the choice being up to you.

Super Form

At 10th level, your fighting spirit grows stronger, giving you immunity against the Frightened and Charmed condition. Also, as a bonus action, you can do an additional transformation that lasts until you end the transformation. You henshin into your super form! The appearance of the new form is determined by the player. Your Warrior Armor gains a plus 3 to it's AC and also you deal extra damage equal to your Masked Warrior level, but you gain 3 levels of exhaustion once you end the transformation.

Extra Attack

At 13th Level, you can attack thrice, instead of twice, when you take the Attack action.

Seasoned Warrior

At 15th level, your experience in stylishly defeating your foes has made you a greater fighter. Your finishing move now does 3x damage and you also have a a 19-20 critical range.

Warrior's Stamina

At 17th level, you've become accustomed to battle, increasing your stamina significantly. Every critical hit and opponent reduced to 0 hitpoints gives you 2 Warrior Points now.

Final Form

At 20th level, you have achieved your final form, your connection to your Warrior Driver has become so strong, you can stay in your transformed state for as long as you want. Also you have unlocked the ability to use your Final Form, using a bonus action to transform. Your Final Form is stronger, faster, and tougher than your normal transformation. All damage die it deals is doubled, as is it's speed. You also get all the benefits of your Super Form.

Subclasses

Way of the Mage

You realize you have a knack for the arcane. Using both magic and sword, you can overcome any and all challenges evil throws your way.

Spell Casting
LevelSpells Known1st2nd3rd4th
3rd 32---
4th 43---
5th 43---
6th 43---
7th 542--
8th 642--
9th 642--
10th 743--
11th 843--
12th 843--
13th 9432-
14th 10432-
15th 10432-
16th 11433-
17th 11433-
18th 11433-
19th 124331
20th 124331

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Charisma is your Spellcasting modifier.

Spell Slots

The Way of the Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level sorcerer spells of your choice.

The Spells Known column of the Way of the Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Channel Weapon Magic

Starting at 3rd level, when you successfully strike an enemy with an unarmed or melee attack with your Masked Weapon, you can expend one spell slot to activate a spell. Its range becomes touch and your Masked Weapon adopts the damage/effect from the spell, in addition to the weapon's damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of 1). You regain expended uses when you finish a long rest.

Enhanced Spellcasting

Starting at 6th level, when you roll a 1 on a damage die for an Attack you make with a spell, you can reroll the die and must use the new roll, even if the new roll is a 1.

Elemental Fury

Starting at 10th level, you gain the ability to enchant your weapon attacks with the force of the elements. As a bonus action, you can spend 2 warrior points to make your melee weapon attacks deal 1d8 of additional Fire, Cold, or Lightning damage for 1 minute. You can use a bonus action to change the damage type.

Elemental Bolt

Starting at 14th level, you have gained access to a powerful reservoir of magic that you may use to smite foes. Using 5 Warrior Points and an action you may call upon a bolt of an element of your choice (Fire, Cold, or Lightning) to smite a foe within 120 ft of you. The target must succeed a Dexterity saving throw equal to your spell save DC or take half of the 5d8 damage. This feature counts as a spell for all other features or effects that may apply. You may use your Finishing move with this feature. You can only do this twice before you need to take a short or long rest.

Way of the Primal

You learn to fight with the fury of the primal reptilian giants.

Primal Spirit

At 3rd level, when you adopt this path, you choose a primal spirit and gain its feature. Your masked armor adopts a resemblance to the primal spirit.

Tyrannosaurus.

When you hit a creature with a Masked Weapon attack, you can expend 2 warrior points to deal an extra damage die.

Triceratops.

You get proficiency with shields. You also gain the ability to make a Triceratops Shield that has the same abilities as Masked Weapon. You can deal 1d4.

Pterodactyl.

You can use a Bonus Action and 2 Warrior points then toss your Masked Weapon into the air. When you do so, the weapon begins to hover, flies up to 30 ft, and attacks one creature of your choice within range of it. The weapon uses your modifiers for it's attack and damage rolls.

While the weapon hovers, you can use a Bonus Action to cause it to fly up to 30 ft to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to Attack one creature within it's range.

Velociraptor.

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Reptilian Resemblance

At 6th level, you gain a benefit based on the primal spirit of your choice. You must choose the same spirit that you selected at 3rd level.

Tyrannosaurus.

Your Masked Armor gains a powerful tail. Your tail counts as a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Str modifier.

Triceratops.

You learn a new technique based on a triceratops charge. You can spend 2 warrior points to make a charge attack. You move at least 20 ft straight toward a creature and then hit it with a Masked Shield attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one attack against it as a bonus action.

Pterodactyl.

You learn how to be swift like a pterodactyl. You don't provoke an opportunity attack when you are out of an enemy's reach.

Velociraptor.

You learn how to call upon the pack of velociraptors. You can spend 2 warrior points as an action to summon up to 1 velociraptor. The summoned creatures are friendly to you and your companions. Roll Initiative for the velociraptor, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no Actions.

Primal Skin

Starting at 10th level, your armor becomes as thick as a dinosaur's skin. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Dino Thunder

Starting at 14th level, you gain the ability to channel the power of the Dinosaurs into your physical form. As a bonus action you can spend 6 warrior points to increase your size by one category – from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you gain the following benefits:

Tyrannosaurus.

Your reach increases by 5 feet. You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Strength modifier (minimum of +1). You have advantage on Strength saving throws.

Triceratops.

Your current hit points and your hit point maximum both increase by 1 per level. Your AC increases by 2. You have advantage on Constitution saving throws.

Pterodactyl.

You gain a flight speed of 60ft while using Masked Armor. You gain a dive attack. If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target. You have advantage on Strength saving throws.

Velociraptor.

Your movement increases by 10 feet. You can now summon a number of velociraptors up to Charisma modifier (min of 1). You have advantage on Intelligence saving throws.

Multiclassing


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Dexterity 14, Charisma 12

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Martial Weapons, Light Armor


Back to Main Page 5e Homebrew Classes

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