The Masked Hero [Revised V4]

by VoyeurTheNinja

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Masked Hero

The orc slashes its axe across the archer's abdomen, causing her to drop to her knees in pain. When the warrior swings its weapon again to deal the killing blow, a figure appears before them in the blink of an eye, and deflects the attack with one sword strike. The bleeding archer gasps, before gazing up in awe at the helmeted, violet warrior that now stands over her.

Uttering a command-phrase, a red suit of armor begins to manifest around the mysterious stranger. As the armor-pieces join together in perfect harmony, an audible melody rings in the air, as if heralding the arrival of a saviour. When the tune finally ends, the crimson knight unsheathes a flaming blade.

Driving the entire length of the blue blade straight into the orc's torso, the gigantic beast cries out in pain before the masked figure sends it reeling backwards with a blazing kick. Right as the monster's back hit the wall behind it, its howl of pain is silenced by a burning fist that caves-in its skull. The beast finally dead, its body crumbles away as ash in the wind.

Beyond the safe haven of cities, masked heroes endlessly battle against the forces of evil. Donning suits of armor fueled by their 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.

Faceless Warriors of Self-Sacrifice

Donning colorful uniforms and masks, a masked hero is a selfless warrior that jumps straight into combat without any hesitation. Wielding weapons and a variety of spells to assist their companions on the battlefield, their abilities shine at their brightest when these masked warriors are standing side-by-side alongside other daring adventurers.

But it is during the critical moment when an ally is about to be struck where a masked hero shows their true potential. In mere seconds, a masked hero can appear in front of allies to absorb - if not deflect - blows that would kill lesser beings. It is through sheer willpower that they do not die to their wounds, as they fight, so others do not have to suffer.

No matter where the battlefield may be, these heroes never hesitate to appear. As they take to the fields of battle in their masked forms, their mere presence is enough to bolster any warriors that find themselves fighting alongside these faceless avengers. Whenever a person is in need of help, the arrival of a masked hero is only seconds away.

The Persona Beneath the Mask

The defining aspects of a masked hero are the mask and uniform that they don, both channeling innate abilities while also enforcing the unforgettable image of a faceless vigilante of justice.

While not in this form, a masked hero looks like any other person that you would find in the crowd. But whenever the time for battle comes, a masked hero rushes right into the forefront, mystical armor and weapons manifesting into view with no more than a single command to call them forth.

It is with this form that a masked hero strikes fear into the hearts of their enemies, as it is hard to forget the appearance of the enigmatic warrior that is capable of decimating several opponents with ease.

The Masked Hero

— Spell Slots per Spell Level —

Level Proficiency
Bonus
Features Transformations Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Heroic Armaments, Masked Transformation 2
2nd +2 Fighting Style, Spellcasting, Deflective Strike 2 2 2
3rd +2 Heroic Decree, Deflective Strike improvement 2 3 3
4th +2 Ability Score Improvement 2 3 3
5th +3 Triumphant Armaments, Steadfast Resolve 2 4 4 2
6th +3 Enhanced Transformation (1) 2 4 4 2
7th +3 Heroic Decree feature 2 5 4 3
8th +3 Ability Score Improvement 3 5 4 3
9th +4 3 6 4 3 2
10th +4 Limit-Break 3 6 4 3 3
11th +4 Heroic Decree feature 3 7 4 3 3
12th +4 Ability Score Improvement 3 7 4 3 3
13th +5 3 8 4 3 3 1
14th +5 Enhanced Transformation (2) 3 8 4 3 3 1
15th +5 Heroic Decree feature 3 9 4 3 3 2
16th +5 Ability Score Improvement 4 9 4 3 3 2
17th +6 4 10 4 3 3 3 1
18th +6 Enhanced Transformation (3) 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Zenith Armaments 4 11 4 3 3 3 2

Creating a Masked Hero

When creating a masked hero, you must first decide how your character acquired the powers that they wield. Were they gifted to you from mysterious individuals? Perhaps you found a mysterious device buried within an ancient crypt? Are these powers something that you had desired, or was it a matter of taking up a mantle that had been passed onto you?

Even though the concept of a masked hero may seem like it calls for those of both pure mind and body, you need only an unwavering force-of-will, and the ability to turn that will into a weapon, in order to hone your abilities. The reason why you are able to do this can vary, whether it is because you fight for the sake of people that you care about, or because you had been given some sort of mysterious purpose alongside your newfound powers.

Quick Build

You can make a masked hero quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom, and Constitution. Second, choose the folk hero background.

Class Features

Hit Points

Hit Dice: 1d8 per masked hero level

Hit Points at Level 1: 8 + your Constitution Modifier

Hit Points at Higher Level: 1d8 (or 5) + your

Constitution Modifier per masked hero level after 1st

Proficiencies

Armor: Light, medium armor, shields

Weapons: Simple, martial weapons

Tools: Disguise kit

Saving Throws: Dexterity, Charisma

Skills: Choose two from Acrobatics, Athletics, Insight,

Investigation, Perception, Persuasion and Stealth

Equipment

You start with the following equipment, in addition to the
equipment granted by your background:
  • Scale mail, a shield, and a martial melee weapon
  • (a) two handaxes or (b) a shortbow and 20 arrows
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Heroic Armaments

As an action, you can transform a weapon that are you are wielding - and proficient in - into a tool of justice called a heroic armament. After you do so, harmless visual effects, such as floating musical notes or blue flames, can be perceived around your weapon. This benefit lasts until you finish a long rest, and ends early if you die.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). Whenever you finish a long rest, you regain all expended uses.

Masked Transformation

On your turn, you can transform as a bonus action to assume your heroic form and gain the following benefits:

  • Your Armor Class equals 13 + your Wisdom modifier. While transformed, wielding a shield doesn't increase your Armor Class. Any armor that you are wearing also merges into your heroic form, and has no effect until the end of your transformation.
  • You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of any weapon attack you make with your heroic armament.
  • Once per turn, you can deal an extra 1d6 force damage to a creature you hit with a melee weapon attack if there is at least one friendly creature within 10 feet of that creature.

Your transformation lasts for a number of hours equal to your Charisma modifier (minimum of one hour), and ends early if you are reduced to 0 hit points or die. You can also end your transformation as a bonus action on your turn.

Your masked hero level determines the number of times you can transform, as shown in the Transformations column of the Masked Hero table. You recover all expended uses of Masked Transformation when you finish a short or long rest.

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 summon a magical item called a bonded device. This device is a unique tool that is capable of channeling 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 spells that you cast are all channeled through the focal point that is your bonded device. With this magical tool, you can shape the energy within you to bolster both your allies - and yourself - in the heat of battle with a variety of spells.

Summoning a Device. To summon a bonded device - or replace one you've lost - you can perform a special 1-hour ritual over the course of a short rest to summon a bonded device.

This process costs 30 gp, which represents the raw materials that you require in order to construct the device's physical form. At the end of the ritual, your bonded device appears at your feet.

The Device's Appearance. How your bonded device appears upon summoning can range from the mundane to the extravagant. It could be in the shape of a belt with various trinkets inserted into it, a colourful arm-brace with several magical symbols and icons, or even an intricate, colourful wand with arcane runes engraved into it. How it looks is based completely on what you desire upon summoning it.

Bonded Device

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 masked hero spell that you can learn later on, can only be cast while your bonded device is on your person.

If your bonded device remains more than 5 feet away from you for more than 1 minute - or if you die - it disappears, and would need to be replaced by another bonded device.

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 spell slots.

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

Wisdom is your spellcasting ability for your masked hero spells, as your ability to attune to the raw energy within you is what shapes your spells into a variety of effects. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use your bonded device as a spellcasting focus for your masked hero spells. To use a bonded device in this way, it 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 simply a steadfast warrior that is determined to protect any ally on the battlefield, their unwavering will driving them to defeat those that stand in the way of their ideals and goals.

Regardless of one's beliefs, a masked hero's powers is fueled purely by the unbreakable spirit within them, granting abilities unlike any other.

Deflective Strike

Starting at 2nd level, you can intercept attacks meant for your allies. Once per round, when a friendly creature that you can see within 30 feet of you is hit by an attack, you can teleport to an unoccupied space within 5 feet of that creature to make one special melee weapon attack.

You can only make this attack with either a melee weapon or an unarmed strike, and you make this special attack before the triggering attack deals any damage.

This special attack also deals no damage, but if your attack roll is equal to - or higher - than the opposing attack roll, the triggering attack is deflected, and neither of the attacks deal any damage.

Otherwise, the triggering attack instantly deals damage to you instead of the friendly creature, and the damage you take is reduced by an amount equal to 5 + half your masked hero level (rounded up). You can use this feature as long as you aren't frightened or incapacitated.

After using this feature, you may only attack once, instead of twice, when you take the Attack action on your next turn. If you are able to attack three times, instead of twice, whenever you take the Attack action, you may only attack twice instead.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). Whenever you finish a long rest, you regain all expended uses.

At 3rd level, you can use Deflective Strike when you are hit by an attack. When you use Deflective Strike this way, you do not teleport.

Heroic Decree

At 3rd level, you dedicate yourself to a decree that represents your idea of justice, while also granting you new abilities as a result of your unwavering faith. You may choose the Decree of Retribution, the Decree of Preservation, the Decree of Salvation, the Decree of Conviction, or the Decree of Execution, 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.

Triumphant Armaments

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

Steadfast Resolve

Starting at 5th level, your attunement with your heroic vitality allows you to regain bits of your fighting strength in the most dire of situations. Whenever you finish a short rest, you can recover a number of Deflective Strike's expended uses equal to half your Wisdom modifier (rounded down).

Enhanced Transformation

Starting at 6th level, your transformed state has achieved its next tier of power. Choose one of the following options to add onto your Masked Transformation's benefits:

Banner of Victory. You generate an aura that extends 5 feet from you in every direction - but not through total cover - while transformed. Whenever an enemy creature starts its turn within this aura, it takes force damage equal to your proficiency bonus. In addition, when a friendly creature that you can see within 15 feet of you deals damage to an enemy creature with a weapon attack, you can use your reaction to grant a bonus to the damage dealt by that attack equal to your Charisma modifier (minimum of one).

Heroic Seals. You learn three cantrips: guidance and two other cantrips of your choice from the cleric spell list. These cantrips count as masked hero spells for you, and they don't count against the number of masked hero spells you know. In addition, you can see normally in darkness, both magical and nonmagical, to a distance of 30 feet.

Providence Mantle. While transformed, wielding a shield increases your Armor Class. In addition, whenever you hit a creature with a melee weapon attack on your turn, you can use a bonus action to make one melee weapon attack with a shield that you are wielding. This attack counts as an attack made with a heroic armament. The damage die for this attack is a d4, and the attack deals force damage.

Rending Gauntlets. Any weapon attack you make with a heroic armament ignores all resistance and immunity to nonmagical attacks and damage. In addition, when you hit a creature with a weapon attack, and that creature has damaged you since the end of your last turn, you can deal extra force damage equal to your proficiency bonus. You can deal this damage only once per turn.

Vitality Plating. Whenever you transform, you gain temporary hit points equal to 4 + your proficiency bonus. These temporary hit points last until they are depleted, or until the end of your transformation. In addition, you can add an extra d4 to any Constitution saving throw that you make to maintain concentration on a spell.

At 14th level, and again at 18th level, you can choose one additional Enhanced Transformation option. You cannot take the same option more than once.

Limit-Break

At 10th level, you can go beyond the limits of your abilities to attain superhuman strength and agility, causing your body to break apart as you momentarily push your transformed state to the peak of its potential.

Whenever you use Masked Transformation, you can choose to take damage equal to your character level at the same time. Afterwards, you can attack with your heroic armament three times, instead of twice, whenever you take the Attack action on your turn, and your speed increases by 15 feet.

This superhuman state lasts for 1 minute, and ends early if you are reduced to 0 hit points, or die. Afterwards, at the start of your next turn, your transformed state ends early, and you suffer one level of exhaustion.

Zenith Armaments

At 20th level, you can use an action to elevate a heroic armament that are you are wielding into its ultimate form, granting your armament the following properties:

  • Any attack roll you make with the heroic armament is a critical hit on a roll of 19 or 20 on the d20.
  • Any creature damaged by the heroic armament has disadvantage on any attack roll that isn't made against you until the end of its next turn.
  • Once on each of your turns, when your heroic armament is more than 5 feet away from you, you can command it to return to your open hand.

A zenith armament lasts for 1 minute, and ends early if you die. Afterwards, your zenith armament reverts back into a heroic armament, and you require a long rest before you can use this feature again.

Heroic Decree

As the role of a masked hero is to be an enigmatic avenger that battles across the realm, their position as vigilantes puts them above the very law that they may - or may not - fight for. Thus, whenever these heroes appear on the battlefield, they wield a sense of authority unlike any other, as they answer only to themselves. When such conviction is combined with an unwavering faith in their ideals, new powers will manifest and shape how these heroes carry out their idea of justice.

Decree of Retribution

The Decree of Retribution calls for heroes to see through the lies of the sinful, before bringing them to justice with a blade of wrath. No matter how adept their enemies may be, a hero that enforces this Decree will cut through the fog of deceit that shrouds their path, before reaching out for the truth.

Decree 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 wrathful smite
5th zone of truth
9th blinding smite
13th dominate beast
17th banishing smite

Eye for Injustice

When you select this decree at 3rd level, you learn how to see through the lies and deceit of those you are interrogating. You gain proficiency in the Insight skill if you don't already have it. In addition, whenever you make a Wisdom (Insight) check on a creature that you have spent at least 1 minute interacting with, you can add your proficiency bonus twice to the check.

Judgement Blade

At 3rd level, after using Deflective Strike, you can use your reaction to make a melee spell attack against an enemy creature that you can see within 30 feet of you, interrupting the current turn.

The spell attack's damage is psychic, and its damage die is a d6. You can add your Wisdom modifier to the damage roll of this attack. Hit or miss, the target of this spell attack can't take reactions until the end of your next turn.

You may expend one masked hero spell slot to deal an extra 2d6 psychic damage after the spell attack hits, plus an additional 1d6 for each spell slot level used higher than 1st, to a maximum of 5d6.

The attack's damage die increases when you reach certain levels in this class, increasing to 1d8 at 7th level, and 1d10 at 11th level.

Your Transformation & Your Decree

While nothing in the class description states how your transformation looks, it is encouraged to have it reflect your chosen Decree. For example, a hero of Retribution could don a helmet with a blindfold-esque visor, glowing symbols shaped in the scales of justice hovering around them wherever they go.

Vengeful Retaliation

At 7th level, after using Deflective Strike, your blows become infused with a need for retribution. The first enemy creature you hit on your next turn with a melee weapon attack must succeed on a Strength saving throw against your masked hero spell save DC or be knocked prone. The target has disadvantage on the save if it has damaged you since the end of your last turn.

Decree Enhancements

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Vanquishing Armament. Whenever you take the Attack action on your turn with a heroic armament in the form of a melee weapon, you can forgo two of your attacks to make the melee spell attack of Judgement Blade.

Psychic Assault

At 15th level, you can delve into the minds of your enemies and unravel their very thoughts. As an action, you can expend one use of Heroic Armaments to cast detect thoughts, without expending a spell slot. Whenever you do this, a creature that you are focusing this spell on has disadvantage on Wisdom saving throws made in order to prevent you from probing deeper into its mind. If a creature attempts to use its action to end the spell by making an Intelligence check contested by your Intelligence check, you gain a +5 bonus to your check.

Decree of Preservation

The Decree of Preservation heralds the arrival of heroes that shall become the stalwart defenders of the innocent. When these avengers arrive on the battlefield, any attack made by their enemies becomes futile in the face of protective wards, as these heroes seek to safeguard the lives of the innocent.

Decree Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Preservation 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.

Preservation Spells
Masked Hero level Spell
3rd shield
5th gentle repose
9th counterspell
13th death ward
17th dispel evil and good

Mark of Valour

When you select this decree at 3rd level, you can generate a Mark of Valour, a badge of honour meant only for the most bravest warriors. As an action, you can expend one use of Heroic Armaments to choose one creature that you can see within 5 feet of you. That creature gains a +1 bonus to its AC. This benefit lasts until that creature finishes a long rest, and ends early if that creature dies, dons medium or heavy armor, or a shield. A creature can have only one Mark of Valour at a time.

Aegis Rune

At 3rd level, after using Deflective Strike, you generate a rune called an Aegis Rune. This rune lasts until the end of your next turn, and you can have only one rune on you at a time. As a bonus action, you can expend this rune to choose one creature that you can see within 15 feet of you. That creature gains temporary hit points equal to a d6.

These temporary hit points lasts until they are depleted, or until that creature finishes a long rest. Whenever a creature has these temporary hit points, they can move on their turn without provoking opportunity attacks from enemy creatures.

You may expend one masked hero spell slot when granting these hit points to choose an additional number of creatures equal to the slot's level, to a maximum of three additional creatures that you can see within 15 feet of you.

These temporary hit points increase when you reach certain levels in this class, increasing to 2d6 at 11th level.

Protective Ward

At 7th level, you can generate defensive wards within you called Protective Wards. You generate one Protective Ward whenever you use Deflective Strike, and you can store only one Protective Ward within you at a time. Whenever you finish a short or long rest, your number of Protective Wards resets to zero.

When you - or a friendly creature that you can see within 15 feet of you - takes damage from an attack, you can expend your Protective Ward as a reaction to reduce that damage by an amount equal to 1d8 + your Wisdom modifier. You cannot use this feature and Deflective Strike within the same turn.

At 15th level, the range of this feature increases to 30 feet.

Decree Enhancements

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Aegis Mastery. You can store two Protective Wards within you instead of one. If your transformed state ends while you have more than one Protective Ward within you, the number of Protective Wards you have is reduced to one.

Forceful Rebuke

At 15th level, your protective runes react violently to enemy attacks. When an enemy creature deals damage to a creature that has temporary hit points granted by Aegis Rune, they take 1d10 force damage at the end of their turn if you're within 30 feet of that enemy creature, and not incapacitated.

Decree of Salvation

The Decree of Salvation brings heroes that shall light a path to a brighter future. With the assistance of magical familiars and spiritual weaponry, these masked heroes seek to bring hope to wherever they go, all while bestowing an invigorating energy that their souls are capable of manifesting at will.

Decree 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 sanctuary
5th spiritual weapon
9th hypnotic pattern
13th banishment
17th wall of force

Servant of Miracles

When you select this decree at 3rd level, you gain the ability to call upon otherwordly creatures. You gain proficiency in the Animal Handling skill if you don't already have it.

In addition, you learn the find familiar spell, and while your bonded device is on your person, you can cast it as a ritual. The spell doesn’t count against your number of spells known.

At 15th level, as an action, you can merge your familiar if it is within 30 feet of you with a bonded device that is on your person. You then gain a bonus to your masked hero spell-save DC equal to half your Constitution modifier while your device is on your person. After 1 hour has passed - or in the case you lose your device - your familiar reappears in an unoccupied space within 5 feet of you while your device disappears, requiring you to replace it with another one.

Soul Charge

At 3rd level, after using Deflective Strike, you generate raw, divine energy. This radiant energy lasts until the end of your next turn, and you can store only one of these within you at a time. As a bonus action, you can expend this raw energy to choose one creature that you can see within 30 feet of you. That creature gains one Soul Charge, which equals to your Charisma modifier (minimum of one).

Once within the next 5 minutes, that creature can add this Soul Charge to one saving throw it makes. That creature can wait until after it rolls the d20 before deciding to use the Soul Charge, but must decide before the DM says whether the roll succeeds or fails. Once a Soul Charge is expended, it is lost. A creature can have only one Soul Charge at a time.

You may expend one masked hero spell slot when granting a Soul Charge to choose an additional number of creatures equal to the slot's level, to a maximum of three additional creatures that you can see within 30 feet of you.

Spiritual Emissary

At 7th level, you learn the animal messenger spell, and while your bonded device is on your person, you can cast it as a ritual. The spell doesn’t count against your number of spells known, and whenever you cast this spell, you can choose your familiar if you can see it within range to deliver the message. Your familiar must in the animal form of either a bat, hawk, owl, or raven in order for you to do this.

Decree Enhancements

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Radiant Counterattack. When an enemy creature within your reach 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. You cannot use this feature and Deflective Strike within the same turn.

Divine Beacon

At 15th level, you can use your heroic soul to call upon divine assistance. Whenever you finish a long rest, you can choose one of the spells you know and replace it with another spell from the masked hero spell list. The replacement spell must be of a level for which you have spell slots. To do this, make an ability check using your masked hero spellcasting ability. The DC equals 10 + the spell’s level, and on a success, you replace one of the spells you know with the new spell.

Decree of Conviction

The Decree of Conviction grants masked heroes the inability to accept defeat, and the resolve to turn the tide of any battle. Wielding flames conjured by their unmatched determination, these heroes decimate their enemies with both sword and fist. Retreat is never an option for these heroes, only triumph.

Decree Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Conviction 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.

Conviction Spells
Masked Hero level Spell
3rd hellish rebuke
5th heat metal
9th Melf's minute meteors
13th fire shield (warm shield only)
17th immolation

Decree Enhancements

When you select this decree at 3rd level, you can manifest magical gauntlets to turn your unarmed strikes into heroic armaments. You gain the following benefit for your Masked Transformation:

Scorching Gauntlets. Your unarmed strikes count as melee weapon attacks made with a heroic armament. In addition, 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. Your unarmed strikes also deal fire damage equal to a d6 in place of the normal damage of your unarmed strikes.

The fire damage increases when you reach certain levels in this class, increasing to 1d8 at 11th level, and 1d10 at 15th level.

Blazing Step

At 3rd level, after using Deflective Strike, you can use your reaction to teleport up to 10 feet to an unoccupied space that you can see, interrupting the current turn. That space must also be within 5 feet of an enemy creature that you can see.

After teleporting, you can either make one unarmed strike against that creature as part of the same action, or you can instead present your bonded device if it is on your person.

If you choose to do this, all enemy creatures that you can see within 5 feet of you must make a Dexterity saving throw against your masked hero spell save DC or take fire damage equal to 1d6 + your Constitution modifier on a failed saving throw, and half as much on a successful one.

You may expend one masked hero spell slot to deal an extra 1d6 fire damage after presenting your device, plus additional 1d6 for each spell slot level used higher than 1st, to a maximum of 5d6.

Debilitating Impact

At 7th level, fire damage dealt by your unarmed strikes and Blazing Step feature ignore resistance and immunity to fire damage. In addition, whenever you use Blazing Step, and your unarmed strike hits your target, that creature suffers a penalty to the next saving throw it makes. This penalty lasts for 1 minute, and equals to half your Wisdom modifier.

Decree Enhancements

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Burning Resolve. You gain a bonus to your Strength checks and Strength saving throws equal to your Charisma modifier (minimum of one).

Transferral Flames

At 15th level, when you hit an enemy creature with an unarmed strike - and deal force damage to it - you can deal fire damage to another creature of your choice that you can see within 5 feet of your original target. This fire damage can be dealt only once on each of your turns, and equals to your unarmed strike damage die.

Decree of Execution

The Decree of Execution demands for the quick elimination of those that threaten the realm, as heroes of this Decree lurk in the shadows their foes. No matter where their targets may be, these masked heroes will always find their quarry, all before eliminating them with silent, deadly strikes from afar.

Decree 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 ensnaring strike
5th invisibility
9th lightning arrow
13th greater invisibility
17th conjure volley

Decree Enhancements

When you select this decree at 3rd level, you learn the art of eliminating your foes from a distance. You gain the following benefit for your Masked Transformation:

Masked Marksman. Once per turn, you can deal an extra 1d6 force damage to a creature you hit with a ranged weapon attack if there is at least one friendly creature within 5 feet of that creature.

The force damage increases when you reach certain levels in this class, increasing to 1d8 at 7th level, and 1d10 at 11th level.

Intercepting Shot

At 3rd level, you learn how to identify high-priority threats in battle and intercept their attacks. When an enemy creature that you can see within your weapon's normal range hits you, or a friendly creaure that you can see, with an attack, you can expend one use of Deflective Strike as a reaction to make one special ranged weapon attack against that creature.

You may only make this attack with either a ranged weapon or a melee weapon that has the thrown property, and you must make this special attack before the triggering attack deals any damage.

This ranged weapon attack does not cost ammunition, and can be made without disadvantage while an enemy creature who can see you and who isn’t incapacitated is within 5 feet of you. If this attack is made with a melee weapon that has the thrown property, that weapon returns to your hand immediately after the attack is made.

On a hit, the target takes the damage dealt by your attack, and unless its previous roll was a 20 on the d20, it must reroll its attack and use the new roll.

Otherwise, your special attack misses, and you may expend one masked hero spell slot to reduce the damage dealt by the triggering attack by 2d4, plus additional 1d4 for each spell slot level used higher than 1st, to a maximum of 5d4. You may only reduce the damage dealt by the triggering attack if your special attack had missed.

After using this feature, you may only attack once, instead of twice, when you take the Attack action on your next turn. If you are able to attack three times, instead of twice, whenever you take the Attack action, you may only attack twice instead. You cannot use this feature and Deflective Strike within the same round.

Elusive Retreat

At 7th level, whenever you make a Dexterity (Stealth) check, you gain a bonus to the roll equal to your Wisdom modifier (minimum of one). In addition, when an enemy creature that you can see ends its turn within 5 feet of you, you can teleport up to 10 feet to an unoccupied space that you can see. You can only use this feature once per round, and as long as you aren't blinded, frightened or incapacitated.

Decree Enhancements

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Vanishing Shroud. You can take the Hide action as a bonus action on your turn. In addition, whenever you make a Dexterity (Stealth) check, you can add an extra d6 to the roll if you had taken the Attack action on the same turn.

Hunter's Tenacity

At 15th level, lurking in the shadows of your enemies slowly mends your injuries. You regain hit points equal to 1d6 + half your masked hero level if you end your turn in combat with fewer than half of your hit points remaining, you are in dim light or darkness, and you aren’t incapacitated.

Masked Hero Spells

1st Level
  • Absorb Elements
  • Bane
  • Bless
  • Command
  • Cure Wounds
  • Healing Word
  • Heroism
2nd Level
  • Aid
  • Blindness/Deafness
  • Calm Emotions
  • Find Steed
  • Lesser Restoration
  • Locate Object
  • Suggestion
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Crusader's Mantle
  • Dispel Magic
  • Remove Curse
  • Revivify
4th Level
  • Aura of Life
  • Aura of Purity
  • Find Greater Steed
  • Locate Creature
5th Level
  • Circle of Power
  • Destructive Wave
  • Geas
  • Greater Restoration

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 feedback and comments on the class. Without any of the help I got from them, I wouldn't have been able to advance this far over the course of almost two years.

Of course, no matter what, I will always feel that further improvements can be made when it comes to this homebrew, but regardless, this is the final version that I have decided to end with.

The many revisions, updates and changes that it has gone through 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.

Multiclassing

Masked Heroes follow all the normal rules for multiclassing. The following tables function as additions to those listed on pages 163 and 164 of the Player's Handbook.

Masked Hero Multiclassing Prerequisites

Ability Score Minimum

Charisma 13 and Wisdom 13

Masked Hero Multiclassing Proficiencies

Light armor, medium armor, shield

Spell Slots

Add half your levels (rounded down) in the Masked Hero class to the appropriate levels from other classes to determine your available slots.

Starting Equipment

Instead of using the equipment granted by your class and background, you can instead begin with a starting wealth of 4d4 x 10 gp to purchase starting items of your choice.

Version & Date Released

Revised Version 4.0 / 10-5-2019

Credits

Class Designer: u/VoyeurTheNinja

Artists Credits (NSFW warning each)

Exceed Charge... by キキミフクリ https://www.pixiv.net/member.php?id=5737831 PFRD合集 by xukong https://www.pixiv.net/member.php?id=2648922 kamen rider dcd and etc by tom (1art.) https://www.zerochan.net/cyk03023 映画を観る前→紘汰(闇)www by ばつ https://www.pixiv.net/member.php?id=167105 ムゲン魂 by ゆすき
https://www.pixiv.net/member.php?id=247685 Genius by Twai https://www.deviantart.com/twai/art/Genius-749150067 クローズマグマ by ryukawa https://www.pixiv.net/member.php?id=11278615 信仰式跳楼放必杀 by QUICK筷子 https://www.pixiv.net/member.php?id=4768744

Bonus: DM & Player Tips

This section here - while also useful for players who have questions for how certain features work - is mostly meant to be read by DMs who have players that want to play this class. The following paragraphs will give a few explanations about the class' weaknesses, while also clearing up any confusion regarding certain class features and how they work. Further questions can be PM'd to me at u/VoyeurTheNinja on Reddit.

Multiclassing-Worries

One worry I always had with this class was paladin or bard PCs taking a dip into the masked hero to gain that feature of being able to use your Charisma for your attack/damage rolls. Up until this final release, this class more or less had the Hex Warrior feature from the Warlock subclass, Hexblade, as a way of emulating a transforming hero's ability to fight without needing any sort of physical strength.

In this final release, that feature has been moved into Masked Transformation, and not only that, but using Masked Transformation forces one's AC to be based off the following formula: AC = 13 + your Wisdom modifier. Previously, it allowed you to keep the AC you had before you transformed, but it has been removed so paladins/bards can't access that Hex Warrior-esque feature without sacrificing their Armor Class in return. In addition, the class has a 13 Wisdom requirement, a stat that a paladin/bard isn't keen on having.

Deflective Strike

For the DM, a masked hero constantly using Deflective Strike may be frustrating, but it's the equivalent of a paladin's Divine Smite, where it's supposed to play a key-role in battle, but extensive use of it drains a masked hero's effectiveness fast.

A good way of wearing down a masked hero PC is fielding multiple enemies with weak attacks, as a masked hero works best when there are a small amount enemies that focus on dealing high damage. Emphasize death by a thousand cuts. You can also make use of lighting to nullify this feature, as they require a line of sight for an ally that they are saving.

Or you can just toss in enemy creatures with saving throw abilities instead of ones that rely on attack rolls. If you want, you can bait a masked hero to teleport next to a creature that they think they are protecting, only for a spellcaster to toss in a nasty area-of-effect spell at the two PCs that are now tightly packed together. Unlike the characters that this class is based on, explosions are not harmless to these costumed heroes.

Encounter-Balancing

If you want a reference on how you should treat a masked hero in terms of balance, they are more closer to a paladin than anything else. While Masked Transformation - and later on, Deflective Strike - are based off short rests, a masked hero is a half-caster first and foremost, working best when spell slots are readily available.

Without their resources, a masked hero is just a fighter with a worse hit die and without heavy armor proficiency. Once Masked Transformation wears off, their damage output also drops drastically, as they lose their ability to use their Charisma for their weapons, and their Armor Class drops unless they have medium armor and a shield on them.

Using Deflective Strike two times in-between one's turns?

As Deflective Strike is based on rounds, it is possible to do this depending on the position of several enemies in the initiative ladder. This is one way for a 5th level masked hero to deflect two attacks while only taking away Extra Attack on one upcoming turn. Even if you had used it twice in-between turns, it still only takes away one attack no matter what.

At the same time, several of the subclasses rely on using your reaction in order to access features tied into Deflective Strike. Thus, while a hero of Retribution is allowed to use Deflective Strike twice in-between turns, that PC is only able to use Judgement Blade once, as you can only get back your reaction on the start of your next turn.

Even heroes of Preservation/Salvation are affected by this, as they can only store one resource on them before they can expend said resource for a Aegis Rune/Soul Charge on their next turn as a bonus action. Lastly, a masked hero's usage of Deflective Strike is limited, even after 5th level, so using it recklessly can prove fatal in later encounters.

Can multiple masked heroes use Deflective Strike on one creature?

No. To quote a few sentences, "- you must make this special attack before the triggering attack deals any damage," as well as, "Otherwise, the triggering attack instantly deals damage to you instead of the friendly creature."

The first masked hero to declare Deflective Strike gets to use it on himself - or the creature he is protecting - but the moment he or she succeeds/fails on their attack roll, the triggering attack instantly deals damage to them. This is to prevent any other masked hero from attempting to deflect that attack and create a domino effect of sorts.

Using spell slots for a subclass' features wihout a bonded device?

If a masked hero doesn't have a bonded device, their spells known will be locked to them until they can get one. On the other hand, they can still very much expend their spell slots for their subclass features like Judgement Blade, as they are not tied to spellcasting, merely using similar resources.

Only subclasses like the Decree of Conviction require the presence of a bonded device for some features to be used, as they specifically point out the need for one in certain features.

Do the effects of Extra Attack (3) and Limit-Break stack?

No. Extra-Attack lets you attack three times as an action on your turn, while Limit-Break lets you attack three times with a heroic armament as an action on your turn.

Similar to having levels in classes with Extra Attack, their effects do not let you attack additional times.

Does Deflective Strike affect those with Extra Attack?

Yes. Even if you are a Fighter with Extra Attack (3) that took a 2-level dip into the class, using Deflective Strike will still take away one of your attacks on your next turn after using it.

 

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