Masquerade, Variant (5e Class)

This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

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)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Masquerade


<!-Introduction Leader->


Creating a


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

Proficiencies

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

Equipment

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

    Table: The Masquerade

    LevelProficiency
    Bonus
    Features
    1st+2At lvl 1 you can cast Disguise self without using a spell slot
    2nd+2At lvl 2 you now can back stab your enemy with your knife for hit die that
    3rd+2At 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+2Ability 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+3At lvl 5 second attack
    6th+3At 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+3Ability Score Improvement, lvl 8 Cast ... on an enemy and it works like compelled duel
    9th+4
    10th+4At lvl 10 you can into change into non-humanoid creature
    11th+4
    12th+4Ability Score Improvement
    13th+5
    14th+5
    15th+5
    16th+5Ability Score Improvement
    17th+6
    18th+6
    19th+6Ability Score Improvement
    20th+6

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Use semi-colons for subheaders->

    <!-Subclass Feature->

    <!-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

    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->

    <!-Class feature game rule information->


    <!-Class Option 1->

    <!-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->

    <!-Introduce this subclass here->

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Class Feature->

    <!-Class feature game rule information->

    Spell List

    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->

    Multiclassing


    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:

    0.00
    (0 votes)

    Back to Main Page 5e Homebrew Classes

    gollark: Those change day length.
    gollark: Additionally, what about leap seconds?
    gollark: ↑
    gollark: That doesn't address any of my concerns.
    gollark: What if I'm heading away from Earth at 0.999999 *c*? What if I am on holiday on a neutron star? What if *you* are?
    This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.