The Masked Hero [Final]

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 demon'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 colourful 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 from 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, Unwavering 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 armor, medium armor, shields

Weapons: Simple weapons, 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) three handaxes or (b) a shortbow and 20 arrows
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Heroic Armaments

You can infuse weapons with your vitality to turn them into valiant weapons. As an action, you can turn one weapon that you are proficient with, and is on your person, into a weapon of valour called a heroic armament. Alternatively, you can use your action to turn three weapons that lack the special and versatile properties, have the thrown property, and are on your person, into heroic armaments. Until you finish a long rest, harmless visual effects, such as lightning, surrounds your heroic armaments. This benefit ends early if you die.

You can use this feature a number of times equal to your Constitution modifier (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 a heroic armament.
  • Once per turn, you can deal an extra 1d6 force damage to a creature you hit with a melee weapon attack if another enemy of the target is 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.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as masked hero spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

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.

Thrown Weapon Fighting

You can draw a weapon that has the thrown propery as part of the attack you make with the weapon.

In addition, when you hit a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

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 an arcane object 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 tool, you can manipulate the energy within you to turn the tide of any battle with a variety of spells.

Linked Device. Your bonded device disappears if it is more than 30 feet away from you for 1 minute or more. It also disappears if you summon another bonded device, or if you die.

Spellcasting Device. The spells you gain at 2nd level, as well as every other masked hero spell that you can learn later on, can only be cast as long as a bonded device is on your person.

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.

Summoning a Device. To summon a bonded device, you can perform a special 1-hour ritual to summon a bonded device. This ritual can be performed during a short or long rest, and costs 30 gp. The cost represents the components you need 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 vary. It could be in the shape of a belt with various trinkets inserted into it, or an intricate, colorful wand with runes engraved into it. How it looks is based completely on what you desire upon summoning it.

Spell Slots

The masked hero table shows how many spell slots you have to cast your masked hero 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level And Higher

You know two 1st-level spells of your choice from the masked hero spell list.

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. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the masked hero 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.

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

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 protect your allies from attacks. Once per round, when a creature that you can see within 30 feet of you, other than yourself, is hit by an attack, you can immediately teleport to an unoccupied space within 5 feet of that creature to make a special melee weapon attack.

This special attack deals no damage, is made with a melee weapon, or an unarmed strike, and you make this attack immediately before the triggering attack deals any damage.

Compare your attack roll to the attack roll of the triggering attack. If your attack roll equals or exceeds it, you turn the triggering attack into a miss. Otherwise, the triggering attack hits, and instantly deals damage to you instead of that creature. The attack's damage is reduced by an amount equal to 5 + half your masked hero level (rounded up). You can't use this feature if you are frightened or incapacitated.

When you use this feature, you can only attack once, instead of twice, if 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 can only attack twice instead.

You can use this feature a number of times equal to your Wisdom modifier (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 in 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, the Decree of Execution, the Decree of Extinction, the Decree of Assimilation, or the Decree of Liberation, 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 a heroic armament twice, instead of once, whenever you take the Attack action on your turn.

Unwavering 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. Whenever an enemy creature starts its turn within this aura, it takes force damage equal to your proficiency bonus. In addition, when a 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 +1).

Force Gauntlets. Any weapon attack you make with a heroic armament ignores all resistance and immunity to nonmagical attacks and damage. In addition, whenever you make a ranged attack with a weapon that has the thrown property, that weapon returns to your hand immediately after the attack is made.

Guided Vision. When you hit a creature with a weapon attack, and that creature damaged you since the end of your previous turn, the target takes extra force damage equal to your proficiency bonus. You can deal this extra damage only once per turn. 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 d6, and the attack deals force damage.

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 when your transformation ends. In addition, whenever you make a Constitution saving throw to maintain concentration on a spell, you can roll a d6 and add the number rolled to the saving throw.

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.

You can choose to take damage equal to your character level whenever you use Masked Transformation. If you do so, for the duration of your transformation, you can attack with a heroic armament three times, instead of twice, whenever you take the Attack action on your turn, and your speed increases by 15 feet. In addition, your transformation only lasts for 1 minute instead. When your transformation ends, you suffer one level of exhaustion.

Zenith Armaments

At 20th level, you can use your action to ascend a heroic armament that are you are wielding into its ultimate form. For 1 minute, that heroic armament gains the following benefits:

  • Any attack roll you make with that heroic armament is a critical hit on a roll of 19 or 20 on the d20.
  • A creature hit by that heroic armament has disadvantage on attack rolls against creatures other than you until the end of its next turn.
  • Once on each of your turns, you can summon that heroic armament, causing it to teleport instantly to your hand.

Once you use this feature, you can't use it again until you finish a long rest.

Heroic Decree

As the duty of a masked hero is to be the 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.

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 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, when you use Deflective Strike, you can use your reaction to immediately make a special melee spell attack against a creature that you can see within 30 feet of you.

This special attack is made with a melee weapon, you add your Wisdom modifier to its damage rolls, its damage is psychic, and its damage die is a d6. Whether you hit or miss, the target of this attack can't take reactions until the start of its next turn.

When you hit a creature with this special attack, you can expend one spell slot to deal an extra 2d6 psychic damage to that target, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

The special 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, when you use Deflective Strike, your next attack is infused with a need for retribution. The first 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 saving throw if it damaged you since the end of your previous 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 melee weapon, you can forgo two of your attacks to make the special attack of Judgement Blade.

Psychic Assault

At 15th level, you can delve into the mind of the enemy 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. If you do so, 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.

Preservation 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 wields a shield. A creature can benefit from only one mark of valour at a time.

Shield Rune

At 3rd level, when you use Deflective Strike, you create a rune called a shield rune. This rune lasts until the end of your next turn, and you can have only one shield rune on you at a time. As a bonus action on your next turn, 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. As long as that creature has these temporary hit points, its movement doesn't provoke opportunity attacks.

You can expend one spell slot when granting these temporary hit points to choose one additional creature for each slot 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 create defensive wards within you called protective wards. Whenever you use Deflective Strike, you gain one protective ward. You can store a maximum of one protective ward 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, you can use your reaction and expend one protective ward to reduce the damage taken by 1d8 + your Wisdom modifier (minimum reduction of 1). You cannot use this feature and Deflective Strike on 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 a maximum of two protective wards instead of one at a time. If your transformation ends while you have more than one protective ward, 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 makes an attack against a target that has temporary hit points granted by Shield Rune, the attacking creature takes 1d10 force damage at the end of its turn if you're within 30 feet of it, 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.

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

Miracle Warrior

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 can cast it as a ritual as long as a bonded device is on your person. The spell doesn’t count against your number of spells known.

At 15th level, as an action, you can expend two uses of Heroic Armaments to revitalize a bonded device on your person. While that bonded device is on your person, you gain a bonus to your masked hero spell-save DC equal to half your Constitution modifier (rounded down). This benefit lasts for 1 minute, and ends early if that bonded device disappears, or if you die.

Soul Charge

At 3rd level, when you use Deflective Strike, you generate a divine charge called a soul charge. This charge lasts until the end of your next turn, and you can have only one soul charge on you at a time. As a bonus action on your next turn, you can expend this soul charge to choose one creature that you can see within 30 feet of you. That creature gains a bonus to one saving throw it makes within the next 5 minutes, equal to your Charisma modifier (minimum of +1). You cannot choose a creature that already has the bonus of this feature.

That creature can wait until after it rolls the d20 before deciding to use the bonus, but must decide before the DM says whether the roll succeeds or fails.

You can expend one spell slot when granting this bonus to choose one additional creature for each slot 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 can cast it as a ritual as long as a bonded device is on your person. The spell doesn’t count against your number of spells known. Whenever you cast this spell, you can choose your familiar if you can see it within range, and is in the animal form of a bat, hawk, owl, or raven, to deliver the message.

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 the attack becomes radiant damage. You cannot use this feature and Deflective Strike on 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 masked hero spells you know and replace it with another spell from the masked hero spell list, which also must also be of a level for which you have spell slots. If you 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.

Conviction 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. Whenever you take the Attack action on your turn with an unarmed strike, or a melee weapon that you are wielding in one hand, you can make one unarmed strike as a bonus action. In addition, Your unarmed strikes count as melee weapon attacks made with a heroic armament, deal fire damage instead of bludgeoning damage, and you can roll a d6 in place of the normal damage of your unarmed strike.

This die changes when you reach certain levels in this class, increasing to 1d8 at 11th level, and 1d10 at 15th level.

Infernal Step

At 3rd level, when you use Deflective Strike, you can use your reaction to immediately teleport up to 10 feet to an unoccupied space that is within 5 feet of an enemy creature that you can see.

If you do so, you can make one unarmed strike against that creature, or unleash a bonded device on your person as part of the same reaction.

If you choose to unleash a bonded device, each enemy creature that you can see within 5 feet of you must make a Dexterity saving throw against your masked hero spell save DC or take 1d6 fire damage on a failed save, and half as much damage on a successful one.

When you unleash a bonded device, you can expend one spell slot to deal an extra 1d6 fire damage to each enemy creature that you can see within 5 feet of you, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6.

Debilitating Impact

At 7th level, your unarmed strikes and your Infernal Step feature ignore resistance and immunity to fire damage. In addition, when you use your Infernal Step, and your unarmed strike hits as part of that same action, the target's next saving throw is reduced by a number equal to half your Wisdom modifier (rounded down) before the end of its next turn.

Decree Enhancements

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

Fiery Resolve. You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

Transferral Flames

At 15th level, when you hit a creature with an unarmed strike, and deal force damage to it, you can trigger your fires to jump from your target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your unarmed strike damage die, and this fire damage can be dealt only once on each of your turns.


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 of 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.

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 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 another enemy of the target is within 10 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.

Exterminating Strike

At 3rd level, you can eliminate your targets with an arcane projectile right after they attack. When an enemy creature that you can see within your weapon's normal range makes an attack, you can expend one use of Deflective Strike as a reaction to make one special ranged weapon attack against the attacking creature.

This special attack is made with a ranged weapon, or a melee weapon that has the thrown property, does not expend 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 you make this special attack 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 attacking creature suffers the weapon attack's normal effects, and it has disadvantage on the next attack roll it makes before the end of its next turn.

If your special attack misses, you can expend one spell slot to deal 1d10 force damage to the attacking creature, plus 1d10 for each spell level higher than 1st, to a maximum of 4d10.

When you use this feature, you can only attack once, instead of twice, if 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 can only attack twice instead. You cannot use this feature and Deflective Strike on the same round.

Elusive Retreat

At 7th level, whenever you make a Dexterity (Stealth) check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). 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 teleport in this way only once per round, and as long as you aren't 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, if you take the Attack action on your turn, you can roll a d6 and add the number rolled to one Dexterity (Stealth) check you make on that turn.

Hunter's Tenacity

At 15th level, prowling in the shadows of your enemies slowly mends your injuries. You regain hit points equal to 1d6 + half your masked hero level (rounded down) 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.

Decree of Extinction

The Decree of Extinction is enforced by those that have gone down the path of death and despair. Motivated by their thirst for battle, these 'heroes' excel in granting death to their foes, and even other masked heroes, as they believe that in the end, there is no justice in the duty of a vigilante, only bloodshed.

Extinction Magic

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

Extinction Spells
Masked Hero level Spell
3rd zephyr strike
5th ray of enfeeblement
9th enemies abound
13th blight
17th steel wind strike

Aura of Dread

When you select this Decree at 3rd level, your very presence can cause even the bravest heroes to kneel down before you. You gain proficiency in the Intimidation skill if you don't already have it. In addition, whenever you make a Charisma (Intimidation) check, you can treat a roll of 7 or lower on the d20 as a 8.

Corrosive Chain

At 3rd level, when you use Deflective Strike, you summon a chain called a corrosive chain. This chain lasts until the end of your next turn, and you can have only one corrosive chain on you at a time. As a bonus action on your next turn, you can expend this corrosive chain to target one creature that you can see within 10 feet of you. The target must succeed on a Strength saving throw against your masked hero spell save DC or take 1d6 acid damage, and be bound by chains for 1 minute. The target has disadvantage on the saving throw if it damaged you since the end of your previous turn.

As long as a creature is bound by your chains, its speed is reduced to 0, it can't benefit from any bonus to its speed, it can't teleport by any means short of a 3rd-level spell or higher, and it takes 1d6 acid damage at the start of each of its turns. A creature bound by your chains can make a Strength saving throw at the end of each of its turns, escaping your chains on a success.

You can expend one spell slot when targeting one creature to target one additional creature for each slot level, to a maximum of three additional creatures that you can see within 10 feet of you.

The acid damage increases when you reach certain levels in this class, increasing to 2d6 at 11th level.

Insatiable Bloodlust

At 7th level, you are always longing for bloodshed, no matter where your enemies are. You gain a bonus to your initiative rolls equal to your Charisma modifier (minimum of +1). In addition, whenever you use Masked Transformation as a bonus action on your turn, you can make one weapon attack as part of the same action.

Decree Enhancements

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

Dissolving Chains. When you hit a creature bound by your chains with a weapon attack, the target takes extra acid damage equal to your Wisdom modifier (minimum of 1). You can deal this extra damage only once per turn.

Malicious Defiance

At 15th level, the animosity within you can rouse you from the brink of death. When you make a death saving throw, and roll a 4 or lower on the d20, you can expend two uses of Heroic Armaments to treat the roll as a 20.

Decree of Assimilation

The Decree of Assimilation is utilized by those who believe that knowledge and understanding are one's greatest powers. Analyzing both friend and foe in order to discover an efficient path to victory, these heroes will overcome whatever ordeals they face using precise applications of blade and diplomacy.

Assimilation Magic

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

Assimilation Spells
Masked Hero level Spell
3rd charm person
5th hold person
9th tongues
13th charm monster
17th hold monster

Agent of Diplomacy

When you select this Decree at 3rd level, you acquire the skill of subtly weaving your words with magic. Whenever you cast the charm person spell, you can cast it without any somatic or verbal components.

In addition, you learn the comprehend languages spell, and can cast it as a ritual as long as a bonded device is on your person. The spell doesn't count against your number of spells known.

Analysing Strike

At 3rd level, when you use Deflective Strike, your eyes begin to analyze your opponents. The first creature you hit on your next turn with a melee weapon attack must make an Intelligence saving throw against your masked hero spell save DC. On a failed save, the target suffers the weapon attack's normal effects, and you afflict it with an effect of your choice from any of the ones described below:

  • That creature takes 1d12 force damage at the start of its next turn, and has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
  • Whenever you roll damage for an attack made with a heroic armament against that creature, you can reroll the weapon's damage die and use either total. This effect lasts for 1 minute, and ends early if you die.

At 7th level, a creature that damaged you since the end of your previous turn has disadvantage on the Intelligence saving throw made for your Analysing Strike feature.

Masterful Deceit

At 7th level, your expertise with lies and magical coercion are unrivaled. Whenever you cast the charm person spell, and the spell ends, the target of your spell can't know it was charmed by you, unless convinced it was.

Decree Enhancements

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

Perfected Style. Whenever you take the Attack action on your turn, and score a critical hit on an enemy creature, you can make one additional weapon attack as part of the same action.

Unbreakable Intellect

At 15th level, your calculating intellect can never falter, even while under extreme conditions. While your Analysing Strike feature applies to a creature, its attack rolls against you are prevented from being affected by advantage. In addition, you cannot be frightened or charmed while you are conscious.

Decree of Liberation

The Decree of Liberation is exercised by adepts of the heroic armament, heroes who have bonded with their armaments to become weapons of justice personified. With this bond, these heroes seek to shatter the chains of tyranny wherever they go, their weapons perpetually engaged in a battle for deliverance.

Liberation Magic

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

Liberation Spells
Masked Hero level Spell
3rd longstrider
5th pass without trace
9th elemental weapon
13th freedom of movement
17th holy weapon

Armament Spirit

When you select this Decree at 3rd level, your bond with your heroic armaments allows you to awaken and unleash the valorous entities within them as a projectile. As long as a heroic armament is on your person, you can expend one spell slot as an action to make a special ranged spell attack against a creature that you can see within 60 feet of you. This special attack is made with a free hand, you add your Wisdom modifier to its damage rolls, and its damage is force.

On a hit, the target is moved up to 15 feet horizontally in a direction of your choice, and takes 3d6 force damage, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.

Unshackle Armament

At 3rd level, when you use Deflective Strike, a bonded device on your person rings with power until the end of your next turn. As a bonus action on your next turn, you can transmit this power into a heroic armament on your person, unshackling it until the end of your turn.

The next time you hit a creature with a weapon attack made with that heroic armament before the end of your turn, you can make one additional weapon attack with that heroic armament as part of the same action. If the attack hits the same target, all damage dealt by the attack becomes force damage.

At 11th level, whenever you unshackle a heroic armament, attack rolls made with that heroic armament are prevented from being affected by advantage and disadvantage.

Fleet of Foot

At 7th level, you can bestow unrivaled speed to outwit your opponents. When an enemy creature that you can see ends its turn within 30 feet of you, you can use your reaction to choose one creature that you can see within 15 feet of you. Until the end of that creature's next turn, moving through difficult terrain costs it no extra movement, and its walking speed is increased by 10 feet.

Decree Enhancements

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

Fatal Blow. Once per round, when you roll damage for a critical hit with a weapon attack, you can choose to reroll a number of the damage dice up to your Wisdom modifier (minimum of 1). You must use the new rolls.

Veil of Deliverance

At 15th level, your emancipated soul can envelop heroes in a shroud to protect them from enemy detection. As an action, you can expend two uses of Heroic Armaments to cast pass without trace, without expending a spell slot.

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

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), here’s what you need to know if you choose masked hero as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Charisma and Wisdom score of 13 to take a level in this class.

Proficiencies Gained. If masked hero isn’t your initial class, here are the proficiencies you gain when you take your first level as an masked hero: light armor, medium armor, shields, simple weapons and martial weapons, disguise kit.

Triumphant Armaments. The Triumphant Armaments feature doesn’t give you an additional attack if you already have the Extra Attack feature from another class.

Spell Slots. Add half your levels (rounded up) in the masked hero class to the appropriate levels from other classes to determine your available spell slots.

A Final Release

So, here we are. Almost 2 years have passed since the final release of the Masked Hero, and almost 4 years since I had first put the concept to paper. I'd like to begin by thanking all the kind messages I've received about the class over the course of those two years, with various people noting what they've done with the class and how much they enjoyed it.

In the time since the final release, I have released 2 anniversary subclasses - 3, if we include the one that's released in here - and I must admit that I'm definitely at that point where I no longer wish to alter the class any further, nor add to it.

Thus, with that feeling in mind, I had decided to revisit the class, sweep up a lot of things my past self had missed while working on the class in the middle of a work office, alter what I felt had not aged well, and then rerelease it with all the anniversary subclasses alongside one new subclass. It is my sole desire to simply make this so that at least someone, somewhere, has fun being a hero.

Starting Equipment

If you forgo your starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

Version & Date Released

Final Version 20-3-2021

Class Designer

u/VoyeurTheNinja

Artists Credits (NSFW warning each)

仮面ライダーブレイズ ライオン戦記 by マスクド

https://www.pixiv.net/users/423478

PFRD合集 by xukong

https://www.pixiv.net/users/2648922

kamen rider dcd and etc by tom (1art.)

https://www.zerochan.net/cyk03023

壁紙】平成ライダー5(修正 by 瑠璃玻@返信気づかないのごめん

https://www.pixiv.net/users/433632

映画を観る前→紘汰(闇)www by ばつ

https://www.pixiv.net/users/167105

ムゲン魂 by ゆすき

https://www.pixiv.net/users/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/users/11278615

信仰式跳楼放必杀 by QUICK筷子

https://www.pixiv.net/users/4768744

脫獄 by 脫獄

https://www.pixiv.net/users/3581770

Untitled by cosknb

https://www.pixiv.net/users/5508008

仮面ライダーセイバー by 時雨1213

https://www.pixiv.net/users/21916813

FAQ Section

This section, while also useful for players who require clarifications, it is mostly aimed at DMs who have players that wish to play this class. Here, I shall explain about the class' weaknesses, while also clearing up any confusion regarding certain features and how they work. Additional questions can be sent to u/VoyeurTheNinja for Reddit, and GeminusBayonet for Twitter. Always happy to receive them.

Multiclassing-Dips

Up until the first final release, the class essentially had the Hex Warrior feature from the Hexblade Warlock , primarily as a way of emulating a transforming hero's ability to fight without needing any sort of physical strength. In the final release, that feature had not only been moved into Masked Transformation, but using the Masked Transformation feature also forces one's AC to be based off the following formula: AC = 13 + your Wisdom modifier.

By doing this, multiclassing paladin/bard PCs can't access that Hex Warrior-esque feature without having their Armor Class plummet because they don't have a high-enough Wisdom modifier, and the ability to benefit from shields.

Deflective Strike

While a masked hero constantly using Deflective Strike will surely be frustrating for a DM, it's meant 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 in encounters fast.

A good way of wearing down a masked hero PC is by fielding multiple 'chaff' enemies with weak attacks, as a masked hero works best when there are only a few enemies capable of dealing high damage . You can also make use of lighting to nullify this feature, as masked heroes require line of sight for an ally that they are saving.

Alternatively, you can toss in enemy creatures with saving throw abilities instead of ones that rely on attack rolls. Unlike the characters that this class is based on, explosions are not harmless to these costumed heroes.

Can Deflective Strike affect attack rolls that rolled a 20 on the d20?

Yes. To quote a sentence, "Compare your attack roll to the attack roll of the triggering attack. If your attack roll equals or exceeds it, you turn the triggering attack into a miss," as written, it is still possible to turn an attack of a Nat 20 into a miss. The hard part is that it would require you to also roll a Nat 20 on your special attack.

Using the Deflective Strike feature twice in-between your 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.

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, "- and you make this attack immediately before the triggering attack deals any damage," [...] "Otherwise, the triggering attack hits, and instantly deals damage to you instead of that creature."

The first masked hero to declare Deflective Strike gets to use it when they - or a creature they are protecting - gets hit. But the moment they succeed/fail on their special attack, 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 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 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.

Does the Extra Attack (2) feature and Limit-Break feature 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 the Extra Attack feature?

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

 

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