Masked Hero
The dragon's claw swings towards the archer, only for a figure to rush in-between them and deflect the attack with a shining blade. The dragon snarls at the faceless warrior that now stood before it, light reflecting off a mask with red lenses.
The mysterious stranger calls forth an ornate set of armor with a single command phrase, one hand tighty clutching a shining axe before he rushes towards the incoming daemons and claims first-blood with ease.
Beyond the safe haven of cities, Masked Heroes endlessly battle against the forces of evil. Donning mystical armor fueled by pure force of will, these warriors take up heroic personas to fight as the world's faceless defenders. They fight for those who can't, and do so even if their efforts are unrecognized.
The Masked Hero
— Spell Slots per Spell Level —
Level | Proficiency Bonus |
Features | Transformations | Spells Known |
1st | 2nd | 3rd | 4th | 5th | ||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Masked Transformation, Righteous Will | 3 | — | — | — | — | — | — | ||
2nd | +2 | Fighting Style, Spellcasting, Deflective Strike | 3 | 2 | 2 | — | — | — | — | ||
3rd | +2 | Heroic Decree, Deflective Strike improvement | 3 | 3 | 3 | — | — | — | — | ||
4th | +2 | Ability Score Improvement | 3 | 3 | 3 | — | — | — | — | ||
5th | +3 | Extra Attack, Steadfast Resolve | 3 | 4 | 4 | 2 | — | — | — | ||
6th | +3 | Enhanced Transformation (1) | 4 | 4 | 4 | 2 | — | — | — | ||
7th | +3 | Heroic Decree feature | 4 | 5 | 4 | 3 | — | — | — | ||
8th | +3 | Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | ||
9th | +4 | — | 4 | 6 | 4 | 3 | 2 | — | — | ||
10th | +4 | Limit-Break | 4 | 6 | 4 | 3 | 3 | — | — | ||
11th | +4 | Heroic Decree feature | 5 | 7 | 4 | 3 | 3 | — | — | ||
12th | +4 | Ability Score Improvement | 5 | 7 | 4 | 3 | 3 | — | — | ||
13th | +5 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | ||
14th | +5 | Enhanced Transformation (2) | 5 | 8 | 4 | 3 | 3 | 1 | — | ||
15th | +5 | Heroic Decree feature | 5 | 9 | 4 | 3 | 3 | 2 | — | ||
16th | +5 | Ability Score Improvement | 6 | 9 | 4 | 3 | 3 | 2 | — | ||
17th | +6 | — | 6 | 10 | 4 | 3 | 3 | 3 | 1 | ||
18th | +6 | Unmasked Knowledge | 6 | 10 | 4 | 3 | 3 | 3 | 1 | ||
19th | +6 | Ability Score Improvement | 6 | 11 | 4 | 3 | 3 | 3 | 2 | ||
20th | +6 | Enhanced Transformation (3) | Unlimited | 11 | 4 | 3 | 3 | 3 | 2 |
Faceless Warriors of Self-Sacrifice
Donning a colourful uniform and mask, a Masked Hero is a warrior that jumps straight into the fray of combat, bolstering companions with spells while cutting into the enemy with both speed and power.
When an ally is about to be struck, they rush in front of them to take blows that would kill lesser mortals. It is by pure willpower that these warriors do not succumb to their wounds, as they fight so others would not have to suffer.
The Persona Beneath the Mask
The main aspect of a Masked Hero would be the mask and uniform that one dons, both channeling innate abilities while also enforcing the powerful image of a masked vigilante.
While not in this form, a Masked Hero would look like every other person that you would find in the crowd. But when the time for battle comes, a Masked Hero rushes right into the thick of combat, mystical armor manifesting with no more than a simple command phrase to call it forth.
It is with this form that a Masked Hero strikes fear into the heart of the enemy, as it is hard to forget the appearance of the faceless warrior capable of decimating foes with ease.
Creating a Masked Hero
When creating a Masked Hero character, you must have a reason as to how your character is able to manifest powers typically only heard of in legend.
Perhaps you were born into a special lineage, were you gifted such powers ? Even then, such power only comes to those capable of shouldering the burdens it comes with.
Though the concept of a Masked Hero may seem like it calls for those of pure mind and body, a Masked Hero is simply one who has accepted the daemons within one's self, and is able to stand up against the nightmares lingering in the dark as their equal, all for the sake those who can't.
No matter who you are or where you came from, a Masked Hero is defined by the actions made while that mask is on, and it is while you wear that mask that those around you can see who you truly are.
Quick Build
You can make a Masked Hero by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity (Masked Heroes who use ranged weapons make Dexterity their highest instead, followed by Charisma). Lastly, choose the folk hero background.
Class Features
Hit Points
Hit Dice: 1d10 per Masked Hero level
Hit Points at Level 1: 10 + your Constitution Modifier
Hit Points at Higher Level: 1d10 (or 6) + your Constitution Modifier per Masked Hero level after 1st
Proficiencies
Armor: Light, medium armor, shields
Weapons: Simple, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Persuasion and Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two shortswords or (b) any martial weapon
- (a) scale mail or (b) leather armor
- An explorer’s pack, a dagger and a shield
Masked Transformation
On your turn, you can transform as a bonus action to assume your heroic persona and gain the following benefits:
- If you were wearing armor that gave you disadvantage on Dexterity (Stealth) checks before you had transformed, you lose that disadvantage until your transformation ends.
- Your AC now equals to 13 + your Dexterity Modifier. Alternatively, you may choose to keep the AC you initially had before you transformed. While transformed, wielding a shield does not increase your AC.
- Once on each of your turns, you can deal an extra 1d6 force damage to a creature you hit with a melee weapon attack. You may only deal this damage if there is a friendly creature within 5 feet of your target.
Your transformed state lasts for a number of hours equal to half your Charisma modifier (rounded up). It ends early when you are reduced to 0 hit points, die or when you use a bonus action on your turn to end it.
Once you have transformed the number of times shown for your level in the Transformations column of the Masked Hero table, you require a long rest before you can transform again.
Righteous Will
Your heroic vitality can be channeled into your equipment, allowing you to strike true with weapons that range from your mere fists, to the mightiest of swords.
Whenever you make an attack with a melee weapon that you are proficient with, you may use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
Starting at 2nd level, you can now summon an item called a bonded device, a magical tool that has the ability to channel the power within you into the material realm in the shape of spells. See the end of the class description for the Masked Hero spell list.
Your Bonded Device
The magic that you cast are all channeled through the focal point that is your bonded device. With this tool, you can shape the energy within you to mimic effects similar to that of actual spells, allowing you to bolster both your allies and yourself in the heat of battle.
Summoning a Device. To summon a bonded device, or in the case that you lose it, you can perform a special ritual over the course of 1 hour. This can be done during a short or long rest, and the process costs 30 GP.
The cost represents the raw materials that you require in order to construct the device's physical form. At the end of the ritual, the device appears at your feet and is immune to all types of damage.
The Device's Appearance. How your bonded device appears upon summoning can range from the mundane to the extravagant. It might be an elaborate belt with various trinkets inserted into it, a colourful arm brace with magical symbols and icons, or even an intricate wand with arcane runes engraved into it.
Bonded Device
At 2nd level, you know two 1st-level spells of your choice from the Masked Hero spell list at the end of the class description. These spells - as well as every other spell that you can learn later on - can only be cast as long as your bonded device is on your person.
If your bonded device remains more than 10 feet away from you for 1 minute, or if you die, the device disappears and would need to be replaced by another one.
The Spells Known column of the Masked Hero table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Masked Hero spell list, which also must be of a level for which you have spell slots.
Spell Slots
The Masked Hero table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Masked Hero 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 healing word and have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot.
Spellcasting Ability
Charisma is your spellcasting ability for your Masked Hero spells, as your force of will and determination is what allows you to shape your spells into a variety of effects. 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 Masked Hero 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
Spellcasting Focus
You can use your bonded device as a spellcasting focus for your Masked Hero spells. To use the device in this way, a bonded device must be held in hand, worn visibly, or borne on a shield.
A Hero to One, Villain to Another
Despite the popular image of a heroic defender of justice, one does not have to be of good or even neutral alignment to be a Masked Hero.
A Masked Hero is a warrior that is determined to protect his companions on the battlefield, his unwavering will driving him to defeat those that stand in the way of his ideals and goals.
Regardless of one's beliefs, a Masked Hero's powers is fueled purely by the unbreakable spirit within him, granting him abilities unlike any other.
Deflective Strike
At 2nd level, you can now blink across across the battlefield at the sight of your companions being attacked in order to mitigate or even outright nullify incoming damage.
Once per round, when a friendly creature that is in sight and within 30 feet of you is targeted by an attack, you may teleport to an unoccupied space within 5 feet of that creature to make a special melee weapon attack. You may only make this attack with either a melee weapon or an unarmed strike, unless a feature allows you to use Deflective Strike with a ranged weapon.
This attack deals no damage, but if your attack roll is equal to - or higher - than the opposing attack roll, the opposing attack is deflected entirely, and both attacks deal no damage.
Otherwise, the opposing attack hits you instead of the friendly creature, and the damage you receive from that attack is reduced by a number equal to 5 + half your Masked Hero level (rounded up).
You can use this feature a number of times equal to 1 + your Dexterity modifier. When you finish a long rest, you regain all expended uses.
At 3rd level, Deflective Strike can now be used when an enemy creature targets you with an attack. When you use Deflective Strike this way, you do not teleport, and you can only attempt to deflect the opposing attack. If the attack still hits you, the damage is reduced as mentioned above.
Heroic Decree
At 3rd level, you can now focus on one out of several paths for a Masked Hero as your time in battle has caused your powers to take on a new form. This form will physically represent your beliefs through new abilities and techniques. You may choose either the Sword of Retribution, the Shield of Virtue, the Wand of Salvation, the Fist of Valour, the Arrow of Execution or the Fang of Creation, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Steadfast Resolve
Starting at 5th level, constant fighting against your enemies has made you vigilant in protecting your comrades in battle. With your growing experience, you have learned to restore your fighting strength whenever the situation allows you to.
Whenever you finish a short rest, you can now choose to restore a number of Deflective Strike's expended uses. This number equals to half your Constitution modifier (rounded up).
Enhanced Transformation
Starting at 6th level, your transformed state has achieved its next tier of power. You can now choose one of the following options to add onto your Masked Transformation's features:
Oracle's Lenses. You can now see normally in darkness, both magical and nonmagical, up to a distance of 30 feet. In addition, you gain a bonus to both your initiative rolls and your passive Wisdom (Perception) score. This bonus equals to your proficiency bonus.
Armor of Vitality. When you transform on your turn as a bonus action, you now gain temporary hit points equal to 4 + your proficiency bonus. In addition, you can add an extra 1d4 to your Constitution saving throws to maintain concentration on a spell whenever you take damage.
Mantle of Providence. Your AC now increases whenever you are wielding a shield. In addition, when you hit an enemy creature on your turn with a melee weapon attack while you are wielding a shield, you can make one melee weapon attack with your shield as a bonus action. Your shield counts as a weapon that you are proficient in. If it hits, your shield deals force damage equal to 1d6 + half your proficiency bonus (rounded up).
Armor-Rending Gauntlets. Your weapon attacks now ignore all resistance to nonmagical damage. In addition, once per turn, when you hit an enemy creature with an attack, and that creature has dealt damage to you since the end of your last turn, that creature takes extra force damage equal to your proficiency bonus.
Arcane Emblems. You can now choose two cantrips of your choice from the sorcerer spell list. While your bonded device is on your person, you can cast them both at will. In addition, you may cast either a 1st or 2nd level spell once without expending any spell slots. You need to take a long rest before you can use this feature again.
Amulet of Protection. You gain a +2 bonus to either your Dexterity or Charisma saving throws (your choice) when you choose this option. In addition, when you are reduced to 0 hit points, but not killed outright, you can use your reaction to make a Constitution saving throw (DC 18 - your proficiency bonus). If you succeed, you drop to 1 hit point instead. After the saving throw succeeds, you need to take a long rest before you can use this feature again.
At 14th level, and again at 20th level, you can choose one additional option. You cannot take the same Enhanced Transformation option more than once.
Limit-Break
At 10th level, you can now shatter the magical restrictions of your powers to momentarily attain superhuman strength and speed, all at the cost of fatigue and even physical harm.
When you transform on your turn as a bonus action, you can now choose to enter an overdrive state at the same time. While in this state, you can now attack three times, instead of twice, whenever you take the Attack action on your turn, and your speed increases by 10 feet.
This overdrive state lasts for 1 minute and ends early when you are reduced to 0 hit points or die. Afterwards, at the start of your next turn, your suffer damage equal to your character level and one level of exhaustion.
You may use this feature only once per transformation.
Unmasked Knowledge
At 18th level, you can now use your transformated state to fuel spells that you normally would not be able to cast, all at the cost of ending your transformation early.
Choose two 5th-level spells from the Masked Hero spell list. The chosen spells don’t count against the number of spells you know. While transformed, and your bonded device is on your person, you may cast one of these spells without expending a spell slot.
After casting the spell, your transformation ends early at the start of your next turn, and you must finish a long rest before you can cast either one of the chosen spells again.
Heroic Decree
A time comes for all Masked Heroes when one shall bond to a decree that symbolizes the ideals and beliefs they fight for, triggering an evolution as new powers are achieved in order to beat back the monsters that threaten the innocent.
These new powers can range from runes of abjuration, to swords of destruction, and even surges of magic that can grant allies the strength they need to continue fighting.
With these new abilities, a Masked Hero shall become a symbol of what they stand for as they take on unique forms that will allow them to perform physical feats that few others can hope to match.
The Sword of Retribution
A Sword of Retribution acts as an inquisitor that seeks to uncover the crimes of the wicked and the sinful. With an eye for deceit and skills focusing on destruction of one's enemies, a Sword of Retribution is justice's merciless enforcer.
Sword of Retribution Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Retribution Spells table. The spell counts as a Masked Hero spell for you, but it doesn’t count against the number of Masked Hero spells you know.
Retribution Spells
Masked Hero level | Spell |
---|---|
3rd | command |
5th | zone of truth |
9th | fear |
13th | banishment |
17th | dominate person |
Eye for Injustice
When you select this decree at 3rd level, you can now tap into your powers for the purpose of enhancing your senses. By doing this, you will be able to detect traces of lies and deceit within the words of those around you.
You gain proficiency in Wisdom (Insight) checks, and whenever you make a Wisdom (Insight) on a creature that you can see or hear, you may use this feature to add your Charisma modifier to the check.
You can use this feature two times, and you regain all expended uses of it when you finish a long rest.
Judgement Blade
At 3rd level, immediately after using Deflective Strike, you may now use your reaction to make a special ranged weapon attack against an enemy creature that is in sight and within 40 feet of you.
This attack can be made without disadvantage while an enemy creature is within 5 feet of you and deals psychic damage equal to 1d6 + your Charisma modifier. You must be wielding a melee weapon in order to make this attack.
The psychic damage increases when you reach certain levels in this class, increasing to 1d8 at 7th level, and 1d10 at 11th level.
You may choose to expend a spell slot to deal an extra 2d6 psychic damage after the attack hits, plus additional 1d6 for each spell slot level used higher than 1st.
Vengeful Attacker
At 7th level, after using Deflective Strike, the next melee weapon attack you make as an action, if it hits, forces your target to make a Strength saving throw against your Masked Hero spell save DC. On a failed save, the target is knocked prone. A creature that has dealt damage to you since the end of your last turn has disadvantage on the save.
Merciless Justicer
Starting at 11th level, you gain the following feature for your Masked Transformation:
When you take the Attack action on your turn with a melee weapon, you can forgo two of your attacks to use Judgement Blade once.
The Sentence Is Death
At 15th level, whenever you bring an enemy to justice, your spellcasting momentarily gains a boost in potential in order to take down even the most resilient foe with your magic.
When you reduce an enemy creature to 0 hit points with Judgement Blade, you gain a +2 bonus to your Masked Hero spell save DC until the end of your next turn.
The Shield of Virtue
A Shield of Virtue stands like an iron dam in front of a raging river that threatens to consume the lives of many. Whenever a Shield appears on the battlefield, the enemy's assault is turned into nothing more than feeble attempts to shed even a single drop of blood as their attacks are rendered useless.
Shield of Virtue Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Virtue Spells table. The spell counts as a Masked Hero spell for you, but it doesn’t count against the number of Masked Hero spells you know.
Virtue Spells
Masked Hero level | Spell |
---|---|
3rd | compelled duel |
5th | hold person |
9th | counterspell |
13th | death ward |
17th | hold monster |
Iron Bulwark
When you select this decree at 3rd level, your transformed state's abilities have been enhanced by your chosen path. Now, the powers you use to fuel your very attacks can also be used to manifest your transformation's defenses capabilities.
When you transform on your turn as a bonus action, your AC now equals to 13 + your Dexterity or Charisma modifier (your choice).
Alternatively, you may choose to keep the AC you initially had before you transformed. While transformed, wielding a shield does not increase your AC.
Aegis Mark
At 3rd level, immediately after using Deflective Strike, you may now mark an enemy creature that is in sight and within 30 feet of you. This mark lasts until the end of that creature's next turn and you may mark a creature only once per round.
The next time a marked creature makes an attack roll, the roll is reduced by a number equal to your Charisma modifier. After the attack is made, the mark ends early.
You may choose to expend a spell slot when marking a creature to mark an additional number of creatures equal to the slot's level at the same time. Additional targets must also be in sight and within 25 feet of you.
Stalwart Defender
At 7th level, whenever a marked creature deals damage to you or a friendly creature that is within 30 feet of you, the marked creature takes 1d8 force damage at the end of the current turn.
In addition, whenever a marked creature starts it turn while it is within your weapon's reach, you may use your reaction to make one melee weapon attack against it before it takes its action. If the attack hits, that creature's speed is reduced by 15 feet until the end of the current turn.
Vigilant Sentinel
Starting at 11th level, whenever you roll for initiative and have no use of Deflective Strike remaining, you regain one use of it.
Additionally, you gain the following feature for your Masked Transformation:
When you mark a creature with Aegis Mark, you can also choose to give a -1 penalty to that creature's AC at the same time. This penalty lasts until the end of your next turn. You may only use this feature once per round.
Rebuke the Faithless
At 15th level, your defensive runes now surround your body to protect you from even the most fatal of attacks, allowing you to take on the most devastating of blows without a dent nor scratch left behind as a result.
Once per round, when a marked creature hits you with an attack, you can choose to gain resistance to the damage dealt by that attack. You cannot use this feature and Deflective Strike on the same turn.
The Wand of Salvation
A Wand of Salvation stands as a beacon of hope against the overwhelming darkness that lurks in the world. Using powers to enfuse allies with a radiant light conjured from within, a Wand of Salvation can invigorate allies with both strength and life to turn the tide of any battle they encounter.
Wand of Salvation Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Salvation Spells table. The spell counts as a Masked Hero spell for you, but it doesn’t count against the number of Masked Hero spells you know.
Salvation Spells
Masked Hero level | Spell |
---|---|
3rd | faerie fire |
5th | lesser restoration |
9th | daylight |
13th | guardian of faith |
17th | greater restoration |
Field Apothecary
When you select this decree at 3rd level, you are gifted with knowledge allowing you to save those that require aid in battle and examine those struck with disease.
You gain proficiency in Wisdom (Medicine) checks, and you can now use a bonus action on your turn to make a Wisdom (Medicine) check when stabilizing an unconscious creature or diagnosing an illness.
Luminescent Soul
At 3rd level, immediately after using Deflective Strike, you may now choose one friendly creature other than yourself that is in sight and within 30 feet of you to grant them a Soul Charge. This Soul Charge equals to your Charisma modifier and you may grant a Soul Charge only once per round.
Once within the next 5 minutes, that creature may add this Charge to one saving throw they make. Alternatively, when an attack roll is made against them, they may add this Charge to their AC as a reaction to that attack. A creature can have only one Soul Charge at a time.
You may choose to expend a spell slot when granting a Soul Charge to choose an additional number of creatures equal to the slot's level at the same time. Additional creatures must also be in sight and within 20 feet of you.
Radiant Protector
At 7th level, whenever you grant a friendly creature a Soul Charge, that creature now receives temporary hit points equal to half your Masked Hero level (rounded up). These temporary hit points last until they are depleted, or that creature spends their Soul Charge.
In addition, while you are within 10 feet of a creature that has a Soul Charge, you can deal an extra 1d6 radiant damage to a creature you hit with a weapon attack once per turn.
Dauntless Custodian
Starting at 11th level, whenever you are subjected to an effect that allows you to make a saving throw, you can spend one use of Deflective Strike to add a d6 to the saving throw. You may do this after you roll the die, but before the outcome is determined. You may use this feature only once per round.
Additionally, you gain the following feature for your Masked Transformation:
When an enemy creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make one weapon attack against the attacking creature. If the attack hits, all damage dealt by that attack becomes radiant damage.
The Light Amidst the Darkness
At 15th level, the invigorating energy you craft from your own life-force is now capable of infusing equipment with immense power, turning simple weapons into instruments capable of banishing evil from this world.
A creature can now use a Soul Charge and a bonus action on their turn to empower their attacks. Until the start of that creature's next turn, that creature's attacks deal an extra 1d6 radiant damage on a hit.
The Fist of Valour
A Fist of Valour battles with hands shrouded by the flames of a burning soul and fury unmatched. Capable of disappearing and reappearing across the battlefield to sunder the enemy with debilitating blows, a Fist of Valour is the warrior that is always the first one to head into batle, and the last one to come out of it.
Fist of Valour Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Valour Spells table. The spell counts as a Masked Hero spell for you, but it doesn’t count against the number of Masked Hero spells you know.
Valour Spells
Masked Hero level | Spell |
---|---|
3rd | hellish rebuke |
5th | misty step |
9th | bestow curse |
13th | freedom of movement |
17th | flame strike |
Burning Testament
When you select this decree at 3rd level, your blows are now enveloped by flames fueled by your blazing will as you unlock techniques surrounding the art of hand-to-hand combat.
Your unarmed strikes now deal fire damage equal to 1d6 + your Charisma modifier, and whenever you take the Attack action on your turn with either an unarmed strike, or a melee weapon that you are wielding in one hand, you can make one unarmed strike as a bonus action.
The fire damage increases when you reach certain levels in this class, increasing to 1d8 at 11th level, and 1d10 at 15th level.
Cross-Counter
At 3rd level, immediately after using Deflective Strike, you may now use your reaction to teleport up to 20 feet to an unoccupied space that you can see.
Afterwards, if you are within 5 feet of an enemy creature, you may make one unarmed strike against that creature as part of the same action.
If the attack hits, the target must make a Charisma saving throw against your Masked Hero spell save DC. On a failed save, you can impose one of the following effects:
- The damage dealt by any weapon attack made by that creature is reduced by 1d10 until the end of its next turn.
- Once within the next minute, that creature takes 2d6 fire damage after casting a spell of 1st level or higher.
You may choose to expend a spell slot to reduce the target's saving throw by a number equal to the level of the spell slot spent. You may do this after the target rolls the die, but before the outcome is determined.
Blazing Duelist
At 7th level, your unarmed strikes now ignore all resistance and immunity to fire damage.
In addition, after you hit a creature with Cross-Counter, that creature has a penalty to the next saving throw it makes after the end of the current turn. This penalty equals to half your proficiency bonus (rounded up) and lasts for 1 minute.
Scorching Striker
Starting at 11th level, you gain the following feature for your Masked Transformation:
When you hit an enemy creature with an unarmed strike and deal force damage to it, you can now deal fire damage to another creature of your choice that is in sight and within 10 feet of your original target. This damage can only be dealt once on each of your turns and equals to your unarmed strike damage die.
The Flame That Never Extinguishes
At 15th level, your fists now blaze with a furious might as countless battles have honed your flames to the might of an inferno. Now, even when your fists do not connect with your opponents, the sheer heat will still scorch their very souls.
When you attack an enemy creature with Cross-Counter and your unarmed strike misses your target, the target still takes fire damage equal to your Dexterity modifier.
The Arrow of Execution
An Arrow of Execution is as an all-seeing archer that picks out important targets from the crowds and eliminates them with cold precision. But while an Arrow mercilessly assaults enemies from afar, the shield-projecting arrows formed by an Arrow's own life-force grants a form of protection to all allies in the field. No matter how far an enemy or an ally is, an Arrow is always capable of firing a shot.
Arrow of Execution Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Execution Spells table. The spell counts as a Masked Hero spell for you, but it doesn’t count against the number of Masked Hero spells you know.
Execution Spells
Masked Hero level | Spell |
---|---|
3rd | hunter's mark |
5th | invisibility |
9th | dispel magic |
13th | dimension door |
17th | cloudkill |
Masked Marksman
When you select this decree at 3rd level, the energy within your body can now be channeled into your ammunition the same way it does with your melee weapons, finally allowing you to strike enemies with righteous fury from afar as this power can grow alongside physical powers.
Once on each of your turns, you can deal an extra 1d6 force damage to a creature you hit with a ranged weapon attack while you are transformed. You may only deal this damage if there is a friendly creature within 5 feet of your target, or if you have advantage on your attack roll.
The force damage increases when you reach certain levels in this class, increasing to 1d8 at 7th level, and 1d10 at 11th level.
Abjuration Arrows
At 3rd level, you may now use Deflective Strike while wielding a ranged weapon, but only with the following conditions:
Once per round, when a friendly creature that is in sight and within your weapon's normal range is targeted by an attack, you may make a special ranged weapon attack against that creature's attacker.
This attack does not cost ammunition, deals no damage and can be made without disadvantage while an enemy creature is within 5 feet of you.
If your attack roll is equal to - or higher - than the opposing attack roll, the opposing attack is blocked and both attacks deal no damage. Otherwise, the opposing attack deals damage to you instead of the friendly creature.
Alternatively, you can also make this special ranged weapon atttack when an enemy creature targets you with an attack.
You may choose to expend a spell slot if you take damage from the opposing attack to reduce the damage dealt by 1d10, plus additional 1d10 for each spell slot used higher than 1st.
Pragmatic Sniper
At 7th level, when an enemy creature ends its turn within 5 feet of you, you can now use your reaction to move up to half your speed. If an enemy creature makes an opportunity attack against you on the same turn, you can choose to deal acid damage to that creature as part of the same action. This damage equals to 1d4 + your Dexterity modifier and can only be dealt once per round.
Relentless Sentry
Starting at 11th level, you gain the following feature for your Masked Transformation:
Once on each of your turns, when you miss with a ranged weapon attack, you can make another ranged weapon attack with disadvantage as a bonus action.
No Quarter for the Wicked
At 15th level, the adrenaline that rushes through your blood whenever you are in a fight can now push you to the peak of your power. Whenever a battle begins to favor the enemy, you receive the strength needed to turn the tide for your allies.
Whenever you are below half your hit point maximum, you receive a bonus to the damage dealt by your ranged weapon attacks. This bonus equals to your Charisma modifier and you can deal this damage only once per turn.
The Fang of Creation
A Fang of Creation is a warrior that is one with nature itself, using a primal energy granted by ancient spirits to generate various traits of fey creatures. Using this power to shape both mind and body, a Fang is always ready to adapt to all sorts of danger in the battlefield.
Fang of Creation Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Creation Spells table. The spell counts as a Masked Hero spell for you, but it doesn’t count against the number of Masked Hero spells you know.
Creation Spells
Masked Hero level | Spell |
---|---|
3rd | ensnaring strike |
5th | spike growth |
9th | conjure animals |
13th | plant growth |
17th | commune with nature |
One With the Wilds
When you select this decree at 3rd level, you learn innate techniques that will allow you to channel the energy that lies within your surroundings and manipulate its flow to your own will.
You gain proficiency in both Wisdom (Survival) and Intelligence (Nature) checks. In addition, you also learn the druidcraft cantrip. While your bonded device is on your person, you may cast it at will.
Primal Traits
At 3rd level, immediately after using Deflective Strike, you may now use your reaction to create one of following Primal Traits. A Primal Trait lasts for 1 minute, and ends early when you are reduced to 0 hit points, or when you manifest another Primal Trait on a subsequent turn.
- Spirit of Gaia. You may add your Charisma modifier to all your saving throws, with the exception for your Charisma and Dexterity saving throws.
- Poison Strikes. When you hit a creature with a melee weapon attack, you can deal extra poison damage equal to half your Dexterity modifier. You also ignore all resistance and immunity to poison damage.
- Blessings of the Fey. You receive a bonus to both your spell-save DC and spell attack rolls. This bonus equals to your Wisdom modifier (minimum of one).
- Feral Agility. Moving through difficult terrain costs you no extra movement, and you can take the Dash action as a bonus action on your turn.
You may choose to expend a spell slot when manifesting a Primal Trait to also gain temporary hit points equal to 1d8, plus additional 1d8 for each spell slot level used higher than 1st. These temporary hit points last until they are they are depleted, or whenever you finish a short or long rest.
Swift Predator
At 7th level, when you hit an enemy creature with a melee weapon attack while you have an active Primal Trait, that creature has disadvantage on opportunity attacks rolls against you until the end of the current turn. You may use this feature only once on each of your turns.
In addition, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction and spend one use of Deflectve Strike to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Spiritual Beast
Starting at 11th level, whenever you roll for initiative, you can reroll the d20 and must use the new roll, even if the new roll is less than what you rolled before.
Additionally, you gain the following feature for your Masked Transformation:
Whenever you use your reaction to manifest a Primal Trait, you may now summon two Primal Traits instead of one. They both last for 1 minute, and end early when you are reduced to 0 hit points, or when you manifest another Primal Trait on a subsequent turn.
Mother Nature Protects
At 15th level, your primal spirit can now temporarily encase you in a barrier whenever you call upon your wild powers, shielding you with defenses granted by the fey spirits.
Whenever you use your reaction to generate a Primal Trait, you gain resistance to piercing, bludgeoning and slashing damage until the end of your next turn.
Masked Hero Spells
1st Level
- Bless
- Cure Wounds
- Detect Magic
- Guiding Bolt
- Healing Word
- Protection from Evil and Good
2nd Level
- Blindness/Deafness
- Branding Smite
- Calm Emotions
- Find Steed
- Locate Object
- Magic Weapon
3rd Level
- Aura of Vitality
- Blinding Smite
- Crusader's Mantle
- Elemental Weapon
- Remove Curse
4th Level
- Find Greater Steed
- Locate Creature
- Staggering Smite
5th Level
- Destructive Wave
- Geas
- Holy Weapon
Special Thanks to You All
I'd like to give my thanks to both r/Unearthed Arcana and r/DnDNext - as well as my friends who allow me to playtest the class in their games - for both their feedback and comments on the class.
Without any of your help, I wouldn't have been able to advance this far over the course of a year, as it with the help of the ideas that I received from these subreddits that this class is the way it is.
Of course, this homebrew will doubtly reach a level where it can be considered as 'balanced' as the official classes in PHB, as I feel that improvements are always possible when it comes to this homebrew.
But regardless, the many revision and updates this class has received amazes me, to be perfectly honest. To think what began as a little tribute to one of my favorite hero tropes could garner this much attention is surprising, as is the fact that many D&D players out there are big fans of the franchises that this class is inspired by. Thank you.
Masked Hero Multiclassing Prerequisites
Ability Score Minimum
Charisma 13 and Dexterity 13
Masked Hero Multiclassing Proficiencies
Light armor, medium armor, shields, simple weapons and martial weapons
Starting Wealth
Instead of using the equipment granted by your class and background, you can begin with a starting wealth of 4d4 x 10 gp instead to purchase starting items of your choice.
Credits
Class Designer: u/VoyeurTheNinja
Artist Credits (NSFW warning each)
オンドゥル王子 by Yang-Do https://www.pixiv.net/member.php?id=853087
サイガの日 by littleB https://www.pixiv.net/member.php?id=37177863
C82ポスター by Saku https://www.pixiv.net/member.php?id=317810
ガタキリバ by まよまる https://www.pixiv.net/member.php?id=218956
Kamen Rider Drake and Kamen Rider Sasword by Shimoguchi Tomohiro https://twitter.com/nadegata_circus