Masked Hero
Uttering an ancient command-phrase, a purple, glowing ring bursts into existence around the arriving warrior with a deep thundering noise. The warrior takes a step forward their foe, violet armour manifesting around them in the blink of an eye as a melodic tune rings in the air. When the ring disappears, the armoured warrior unsheathes a blade coursing with fire.
A bolt of energy lances across the battlefield at the whim of a warlock, and strikes the battered knight in the abdomen. He falls onto one knee as the next bolt rushes towards the knight for the killing blow. Freezing at the sight of imminent death, a masked figure suddenly appears before him in a flash of light, and deflects the projectile with a precise swing of their blade.
As the masked figure slashes a deep wound into the beast, their blade shimmers with the bite of winter as it effortlessly cleaves through its hide. When the creature retaliates with its claws, the masked avenger backflips over a rabid swipe, lands with ease, and decapitates the monster in one smooth slash.
Far beyond the safe havens of civilization, masked heroes battle against countless legions of monsters. Donning suits of armor fueled by their very force-of-will, these warriors take up personas to fight as faceless defenders. They fight for those who cannot, and do so even if their efforts are unrecognized.
Masked Defenders and Saviors
A masked hero is a faceless avenger that is easily identified by the distinct uniform that they can summon in a blink of an eye. These powers typically do not fall into the hands of those with herculean strength, nor swift dexterity, as such an ability instead manifests within individuals with an immense force-of-will, as well as the intuition to hone that willpower.
These warriors train themselves to shape their powers into tangible shapes and channel their energy into their weaponry. This allows them to wield the array of weapons that they have been trained to wield without any worry for physical prowess.
In battle, masked heroes can channel the immense energy within them using an arcane device of their own creation, allowing them to sculpt their energies into the shape of spells, and shift the tides of battle in favor of their allies.
The Path of Self-Sacrifice
Though rare and infrequent in numbers, the appearance of a masked hero is always felt wherever they go. These enigmatic warriors are dedicated to whatever form of justice they wield, and with that justice, a masked hero can always find themself in constant peril due to the path that their power guides them to. Such danger often does little to discourage a masked hero from speeding into battle as they deflect blows that would kill lesser beings, and teleport in front of allies to shield them.
These masked avengers are always ready to fight alongside companions who also wield the desire to grant help wherever they go. Whether it is to save a village from an army of hungry beasts, or to protect a town from an ambitious sorcerer, these masked heroes are always willing to put their lives on the line alongside other adventurers, even if none of the civilians they save ever sees the face of the person trying to protect them.
The Masked Hero
— Spell Slots per Spell Level —
Level | Proficiency Bonus |
Features | Masked Transformation | Spells Known |
Spell Slots | Slot Level |
---|---|---|---|---|---|---|
1st | +2 | Heroic Armaments, Masked Transformation | 1d4 | — | — | — |
2nd | +2 | Fighting Style, Device Magic, Deflective Strike | 1d4 | 2 | 1 | 1st |
3rd | +2 | Heroic Decree | 1d4 | 2 | 1 | 1st |
4th | +2 | Ability Score Improvement | 1d4 | 2 | 1 | 1st |
5th | +3 | Triumphant Armaments, Restoration Device | 1d4 | 3 | 2 | 2nd |
6th | +3 | Enhanced Transformation (1) | 1d4 | 3 | 2 | 2nd |
7th | +3 | Heroic Decree feature | 1d6 | 4 | 2 | 2nd |
8th | +3 | Ability Score Improvement | 1d6 | 4 | 2 | 2nd |
9th | +4 | — | 1d6 | 5 | 2 | 3rd |
10th | +4 | Limit-Break | 1d6 | 5 | 2 | 3rd |
11th | +4 | Heroic Decree feature | 1d6 | 6 | 2 | 3rd |
12th | +4 | Ability Score Improvement | 1d6 | 6 | 2 | 3rd |
13th | +5 | Valorous Finisher (4th level) | 1d6 | 7 | 3 | 3rd |
14th | +5 | Enhanced Transformation (2) | 1d6 | 7 | 3 | 3rd |
15th | +5 | Heroic Decree feature | 1d8 | 8 | 3 | 3rd |
16th | +5 | Ability Score Improvement | 1d8 | 8 | 3 | 3rd |
17th | +6 | Valorous Finisher (5th level) | 1d8 | 9 | 3 | 3rd |
18th | +6 | Enhanced Transformation (3) | 1d8 | 9 | 3 | 3rd |
19th | +6 | Ability Score Improvement | 1d8 | 10 | 3 | 3rd |
20th | +6 | Zenith Armaments | 1d8 | 10 | 3 | 3rd |
Creating a Masked Hero
When creating a masked hero, you must first decide how your character acquired the powers that they possess. Were those powers gifted to you by mysterious individuals? Did you find 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 mind 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 Levels: 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 four times, and you regain all expended uses of it whenever you finish a long rest.
Masked Transformation
On your turn, you can use your bonus action to transform into your heroic form, and wield your armaments with ease.
While you are transformed, the following rules apply:
- 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 with your transformation, and has no effect until it ends. In addition, friendly creatures, other than yourself, do not benefit from any aura you radiate by any means short of a 3rd-level spell or higher.
- 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.
- Whenever you take the Attack action on your turn with an unarmed strike, or a melee weapon, the first creature that makes an opportunity attack against you on the current turn must roll a d4, and subtract the number rolled from the attack roll. This die changes as you gain masked hero levels, as shown in the Masked Transformation column of the Masked Hero table.
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.
You can use this feature twice, and you regain all expended uses of it whenever 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.
Device Magic
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 wield are all channeled through the focal point that is your bonded device, allowing you to grasp victory through sword and sorcery.
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 a 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 on your person.
The Device's Appearance. A bonded device is a Tiny object, and how your bonded device appears upon summoning is up to you. It could appear as a belt with multiple attachments, a wand with mystic runes, or a necklace with magic gems, for example.
Spell Slots
The Masked Hero table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your masked hero spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 2nd-level spell.
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 masked hero spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 5th level, for example, you learn a new masked hero spell, which can be 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
Deflective Strike
Starting at 2nd level, you can deflect attacks in the blink of an eye. Once per round, when you or a creature that you can see within 30 feet of you is hit by an attack, you can make one special melee weapon attack to potentially cause the attack to miss. If that creature is more than 5 feet away from you, you teleport up to 30 feet to an unoccupied space within 5 of that creature before making this special attack.
This special attack deals no damage, is made with an unarmed strike, or a melee weapon, and you must make this special attack 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 immediately deals damage to you, regardless of the triggering attack's initial target. The damage you take is reduced by 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.
Heroic Decree
At 3rd level, you pick a decree that symbolizes your ideals. You may choose the Decree of Assimilation, the Decree of Conviction, the Decree of Execution, the Decree of Extinction, the Decree of Liberation, the Decree of Preservation, the Decree of Retribution, or the Decree of Salvation, 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.
Restoration Device
Starting at 5th level, your bonded device can slowly replenish your ability to deflect blows. As long as a bonded device is on your person, you can recover a number of Deflective Strike's expended uses whenever you finish a short rest. This number is equal to half the number shown in Slot Level column of the Masked Hero table for your level (rounded up).
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:
Emboldening Rune. When you or a creature that you can see within 15 feet of you hits 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). In addition, you radiate 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.
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 an attack, and that creature damaged you since the end of your previous turn, the creature 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 your 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, its damage is force, and its damage die is a d6.
Vitality Plating. Whenever you transform, you gain temporary hit points equal to 8 + your proficiency bonus. These temporary hit points last until they are depleted, or until 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.
Valorous Finisher
At 13th level, your skills have culminated in you learning an ultimate technique called a valorous finisher. Choose one 4th-level spell from the masked hero spell list as this finisher.
You can cast your finisher spell once without expending a spell slot as long as a bonded device is on your person. You must finish a long rest before you can do so again.
At 17th level, you gain one 5th-level masked hero spell of your choice that can be cast in this way. You regain all uses of your Valorous Finisher when you finish a long rest.
Zenith Armaments
At 20th level, you can use your action to ascend one heroic armament that is on your person 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.
Although similiar in many regards to other masked heroes fighting across the realms, a masked hero of one decree will always be distinctinctly different when compared to a masked hero of another decree. Different ideas of justice always bring powers that have been shaped in order to visually represent a masked hero's beliefs, and their reason to take up the blade.
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 |
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.
At 11th level, you can use your abilities to bypass language barriers with ease. As an action, you can expend three uses of Heroic Armaments to cast tongues, without expending a spell slot as long as a bonded device is on your person.
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, when a creature makes the Intelligence saving throw made for your Analysing Strike feature, you can use your bonus action to roll a Masked Transformation die and subtract the number rolled from that creature's saving throw. You must choose to use this bonus action before the creature makes its saving throw.
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 helps you stay calm, even 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 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 | protection from energy |
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 within 5 feet of an enemy creature that you can see.
If you do so, you can make one unarmed strike against that creature as part of the same reaction. When you hit a creature with this unarmed strike, and deal damage to it, you can roll a Masked Transformation die and add the number rolled to increase that damage.
Relentless Flames
At 7th level, whenever you use Masked Transformation as a bonus action on your turn, you can expend one use of Heroic Armaments as part of the same action to bolster your flames. If you do so, weapon attacks made with your unarmed strikes ignore resistance and immunity to fire damage for the duration of your transformation.
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.
Blazing Tenacity
At 15th level, your fiery conviction never falters. While you are conscious, your Strength saving throws are prevented from being affected by disadvantage.
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.
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 | conjure barrage |
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 Assassin. Once per turn, when you hit a creature with a ranged weapon attack, and deal damage to it, you can roll a Masked Transformation die and add the number rolled to increase that damage if the target is below its hit point maximum. In addition, you can use your Wisdom modifier in place of your Dexterity modifier whenever you make a Dexterity (Stealth) check.
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 use of Heroic Armaments to reroll the attack roll against a different target within 30 feet of the original target.
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, you can become one with the shadows. 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 as long as you aren't frightened or incapacitated, and as long as you have a bonded device on your person.
Decree Enhancements
Starting at 11th level, you gain the following benefit for your Masked Transformation:
Vanishing Veil. 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.
Relentless Assassin
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 | cloud of daggers |
9th | vampiric touch |
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.
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 Extinction could be marked with trophies that symbolize the countless opponents and heroes they've slain over the years, their helmet shaped in a skull bearing a perpetual, frightening grin.
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 1d8 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 1d8 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.
The acid damage increases when you reach certain levels in this class, increasing to 2d8 at 11th level.
Insatiable Bloodlust
At 7th level, you are prepared for bloodshed no matter where your enemies may be. When you roll initiative, you can roll a Masked Transformation die and add the number rolled to the check. 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 creature 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 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 armaments shielding their liberated souls from harm.
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 | magic weapon |
9th | elemental weapon |
Armament Spirit
When you select this Decree at 3rd level, your bond with your heroic armaments awakens the valorous entities within them to shield your mind and body from assault.
As long as a heroic armament is on your person, you are shielded by that heroic armament from your foes. Whenever you succeed on a saving throw, you can use your reaction to deal 1d4 force damage to the creature that forced the saving throw. This die changes as you gain masked hero levels, as shown in the Masked Transformation column of the Masked Hero table.
You can't use this feature if you are charmed or frightened.
Unshackle Armament
At 3rd level, when you use Deflective Strike, a bonded device on your person resonates with intensity until the end of your next turn. As a bonus action on your next turn, you can transmit this energy into a heroic armament on your person, unshackling it until the end of that turn.
The next time you hit a creature with a weapon attack made with that heroic armament before the end of that 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, the entities within your heroic armament can grant you bursts of speeds. Whenever you use Armament Spirit as a reaction, you can have your heroic armament's spirits surround you as part of the same reaction. Until the end of your next turn, moving through difficult terrain costs you no extra movement.
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 as long as a bonded device is on your person.
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 of faith |
5th | gentle repose |
9th | counterspell |
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 d8. As long as that creature has these temporary hit points, its movement doesn't provoke opportunity attacks.
These temporary hit points increase when you reach certain levels in this class, increasing to 2d8 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 two protective wards 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 roll a Masked Transformation die and reduce the damage taken by the number rolled. 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 Adept . You can store a maximum of three protective wards instead of two at a time. If your transformation ends while you have more than two protective wards, the number of protective wards you have is reduced to two.
Everlasting Bulwark
At 15th level, you've learned to channel your energy into your protective wards. Whenever you expend a protective ward to reduce the damage to you or a friendly creature, you can add your Wisdom modifier to the number rolled by your Masked Transformation die.
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 | branding smite |
9th | blinding 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 roll a Masked Transformation die and add the number rolled 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. When you hit a creature with this special attack, the target of this attack is exposed to you until the end of your next turn. The first attack roll you make on your next turn against an exposed creature has advantage, and deals extra damage equal to your Wisdom modifier (minimum of +1).
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.
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 creature 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:
Debilitating Slash. Whenever you hit a creature with the special melee spell attack of Judgement Blade, the target of this attack can't take reactions until the end of your next turn.
Interrogation Chamber
At 15th level, you can generate a zone to guard against lies. As an action, you can expend two uses of Heroic Armaments to cast zone of truth, without expending a spell slot as long as a bonded device is on your person.
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 | feather fall |
5th | spiritual weapon |
9th | hypnotic pattern |
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 7th level, when you cast find familiar, you can expend one use of Masked Transformation to choose the following special form for your familiar: pseudodragon.
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 1 + your Charisma modifier. 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. Once this bonus is expended, it is lost.
Spiritual Armament
At 7th level, whenever you a score a critical hit on an enemy creature with the melee spell attack of spiritual weapon, and deal damage to it, you can roll a Masked Transformation die and add the number rolled to increase that damage.
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.
Enhanced Device
At 15th level, you can call upon creatures from beyond the material realm to enhance your magical powers. As an action, you can expend two uses of Heroic Armaments to enhance one 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 up). This benefit lasts for 1 minute, and ends early if that bonded device disappears, or if you die.
Masked Hero Spells
1st Level
- Absorb Elements
- Animal Friendship
- Bane
- Bless
- Command
- Cure Wounds
- Healing Word
- Heroism
- Jump
2nd Level
- Aid
- Blindness/Deafness
- Find Steed
- Lesser Restoration
- Prayer of Healing
- Protection from Poison
- Silence
- Shatter
- Suggestion
3rd Level
- Aura of Vitality
- Beacon of Hope
- Crusader's Mantle
- Dispel Magic
- Life Transference
- Nondetection
- Remove Curse
- Revivify
- Spirit Shroud
4th Level
- Aura of Purity
- Banishment
- Blight
- Death Ward
- Find Greater Steed
- Freedom of Movement
- Summon Constructs
5th Level
- Conjure Volley
- Dispel Evil and Good
- Destructive Wave
- Greater Restoration
- Hold Monster
- Wall of Force
- Steel Wind Strike
.
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 a 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.
Device and Pact Magic. If you gain the Pact Magic feature from another class, your levels in that class combine with half your masked hero level to determine what level your spell slots are, as indicated in the Device and Pact Magic Spell Slots table. You have a number of spell slots equal to the higher number of slots you receive in either of the two classes. For example, if you are a 14th-level masked hero and 6th-level warlock, you are a 13th-level pact caster and you have three spell slots that are 5th level.
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.
A Form for D&D's Next Evolution
About a year ago, I had posted a so-called "Final" version of the Masked Hero. Well, that was only a half-truth. In the time it took to release that version of the Masked Hero, an alternate version was also being developed on the side. This came to be due to how WotC was noticeably changing the ways in which it designed content for D&D, changes that slowly became more apparent over years of work.
Hence, with WotC also having announced a Next Evolution for D&D 5E in the coming years, I had decided to release this "Next Evolution" version of the Masked Hero, one which distinguishes the class from its original Paladin-based roots. While this version can stand alongside the previous Final version, I believe this to be version that no longer restricts the class to one design pattern, and one I hope many can enjoy as much as the previous one.
Optional Class Features
You gain class features when you reach certain levels in your class. This section offers additional features that you can gain as a masked hero. You don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.
Martial Versatility
4th-level masked hero feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to masked heroes. This replacement represents a shift of focus in your martial practice.
Optional Masked Hero Feats
New feats meant for masked heroes are presented here in alphabetical order for groups that use them.
Augmented
Prerequisite: Enhanced Transformation feature
With remarkable speed, your transformation achieves its next tier of power earlier than expected: You can choose one of the options from among those available in the Enhanced Transformation feature to add onto your Masked Transformation's benefits. If you do so, you cannot take the same option more than once.
Controlled Berserker
Prerequisite: Limit-Break feature
You've learned to suppress the exhaustive backlash of momentarily pushing your transformation to the peak of its potential in battle. Whenever you use Limit-Break, and your transformation ends, you can choose to roll a d20. You suffer one level of exhaustion from using Limit-Break only if the result of the roll equals or exceeds your masked hero level.
Lightning-Fast Defender
Prerequisite: Deflective Strike feature
Your reflexes when protecting your companions are as quick as lightning, granting you the following benefits:
- You gain a number of hero dice equal to your proficiency bonus. Whenever you make the special melee weapon attack of Deflective Strike, you can spend one of your hero dice to roll a d6, and add the number rolled to your attack roll. You can wait until after you roll the attack roll before deciding to use the hero die. Whenever you finish a long rest, you regain all expended hero dice.
Tenacious
Prerequisite: Heroic Armaments feature
Your skill with your heroic armaments lets you bear the brunt of even the worst attacks. As a bonus action on your turn, you can brace yourself until the start of your next turn as long as you are wielding a heroic armament. While you are bracing yourself, bludgeoning, piercing, and slashing damage that you take from weapon attacks is reduced by a number equal to your proficiency bonus. You can only use this bonus action if you haven't moved during this turn. After you use this bonus action, your speed is reduced to 0, and you can't benefit from any bonus to your speed until the start of your next turn.
Transformation Adept
Prerequisite: Masked Transformation feature
You've learned ancient verses that have allowed you to master your transformation, and use it to assail your foes. You gain the following benefits for your Masked Transformation:
- While transformed, your Armor Class instead equals 14 + your Wisdom modifier.
- When you use Masked Transformation as a bonus action on your turn, you can choose to chant magical words that can be heard from up to 30 feet away as part of that same action. If you do so, each enemy creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take force damage equal to your Charisma modifier on a failed save.
Optional Heroic Feats
New feats meant for player characters are presented here in alphabetical order for groups that use them.
Contracted Soul
Prerequisite: Wisdom 13 or higher
You have made a deal with a mysterious creature that exists beyond the material plane. Choose either your Intelligence, Wisdom, or Charisma score, you gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- As an action on your turn, you can allow your contracted creature to control your body. For the next 10 minutes, you gain a bonus to ability checks made with the chosen ability score equal to your proficiency bonus, and your creature type is both aberration and humanoid. Once you use this ability, you can't use it again until you finish a short or long rest.
Shape-Shifter
Prerequisite: Spellcasting or Pact Magic feature
You have practiced the art of summoning and maintaining a magical form around your body, allowing you to call forth a form that is thus far unable to protect you, but invaluable for infiltration. You learn the disguise self spell, and can cast it at will, without expending a spell slot.
Shining Initiate
Prerequisite: Wisdom 13 or higher
You take your first step towards becoming a masked hero. On your turn, you can transform as a bonus action to temporarily manifest your heroic form. While transformed, your Armor Class equals 13 + your Wisdom modifier, wielding a shield doesn't increase your Armor Class, and any armor that you are wearing merges into your heroic form, and has no effect until the end of your transformation. Your transformation lasts for 10 minutes, and ends early if you are reduced to 0 hit points or die. Once you use this ability, you can't use it again until you finish a short or long rest.
Survivor
Prerequisite: Charisma 13 or higher
Your heroic soul clings to life so you may continue protecting others, granting you the following benefits:
- When you suffer a critical hit, you can use your reaction to turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. Once you use this ability, you can't use it again until you finish a long rest.
- Whenever you make a death saving throw, you regain 1 hit point if you roll a 19 or 20 on the d20.
Volatile
Prerequisite: Charisma 13 or higher
Your attacks radiate explosive, magical energy whenever you assail your foes, granting you the following benefits:
- You have advantage on saving throws against being deafened.
- Whenever you reduce an enemy creature to 0 hit points, roll a d20. On a roll of 5 or lower on the d20, the target creature explodes. Each creature within 10 feet of the target must then make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take force damage equal to your proficiency bonus on a failed save, and half as much damage on a successful one. You automatically succeed on this saving throw.
Masked Hero & Heroic Feats
Masked Hero feats are feats exclusive to the masked hero class, and are based on class features I had intended for the class at first. Later on, these features would be reimagined into the form they are in now.
Heroic Feats on the other hand, are feats that are available to any class and race available through the 5E Player's Handbook, as well as any Supplements published before and after this release. In general, these feats are themed around the henshin hero aesthetics that the Masked Hero based itself on.
Changelog
Class Layout
- The class image and flavor text on the cover have been replaced and rewritten. Most features have been tweaked, and unless a feature is pointed out here, that feature would function similarly to how it did before in previous versions. In addition, the Spell List has been revamped due to a redesign in the class' spellcasting design.
Core Features
- Heroic Armaments now has a fixed usage of four times per long rest instead of it being based on your Constitution modifier, a decision made after a choice to expand its influence over the class, at the cost of losing the possibility to use it up to five times per long rest.
- Masked Transformation now has the additional drawback of preventing auras (referring to any class or subclass feature that has the word "Aura" in its name) from affecting friendly creatures other than yourself, unless its an aura created by a 3rd level spell or higher. A choice that wasn't made lightly, but one made regardless to discourage paladin dips. In addition, the d6 force damage bonus has now been replaced by a scaling feature that makes the first opportunity attack made against you have its attack roll be reduced by a d4. In exchange for a scaling die, your uses for this feature no longer increases over time, and is now only twice per short/long rest.
- Spellcasting has been redesigned to Device Magic, another decision that was not made lightly and had great thought put into it before the choice was actually made. Similar to Pact Magic, this allows the masked hero to restore spell slots on a short rest like a warlock, but with the drawback that the masked hero scales like a 'half-caster'. With lesser spell slots and slot levels that don't go very high, masked heroes are now encouraged even more to take short rests, especially with the now-fixed uses of Masked Transformation. Lastly, bonded devices are now classified as Tiny objects, and appear on your person at the end of the summoning ritual, instead of at your feet.
- Deflective Strike no longer makes you wait until 3rd level for you to use it when you are directly attacked yourself.
- Unwavering Resolve has been redesigned to Restoration Device. Now, instead of half your Wisdom modifier (rounded down) you restore Deflective Strike uses on short rests based on half the number shown in the Slot Level section of the Masked Hero table (rounded up). If the number shown is '2nd', then you would restore one use on a short rest, or two uses, if the number shown is '3rd'. This math is roughly the same had a player character build a masked hero with point-buy, as they typically would have a +3 Wisdom modifier at 5th level, and a +4 modifier at 8th level if they take an ASI.
- Vitality Plating's temporary hit points have been increased due to Masked Transformation's fixed uses.
- New feature in the form of Valorous Finisher. Based on the idea of finishing movies in Tokusatsu, this is how a masked hero will cast their 4th and 5th level spells from now on, provided they have access to a bonded device.
Heroic Decrees
- Due to the changes in Spellcasting, all Heroic Decree features that allow you to expend a spell slot to attain additional effects have been removed or changed. In addition, every Heroic Decree no longer grants a 4th and 5th level spell, but each of them now utilizes Heroic Armaments, and the brand new Masked Transformation die which scales at 7th and 15th level (thus affecting all 7th and 15th level features). Heroic Decrees are also now arranged in alphabetical order.
Decree of Assimilation
- Analysing Strike's 7th level upgrade redesigned as a bonus action with the Masked Transformation die.
- New Agent of Diplomacy 11th level upgrade to cast tongues without a spell slot by expending three uses of Heroic Armaments.
Decree of Conviction
- Conviction Magic 3rd level spell altered.
- Infernal Step no longer lets you unleash a bonded device, but the unarmed strike you make as part of it now deals extra damage with a Masked Transformation die.
- Debilitating Impact redesigned to Relentless Flames. Heroic Armaments uses must now be expended to ignore resistance and immunity to fire damage, and the penalty to saving throws is removed.
- Transferral Flames changed to Blazing Tenacity, which prevents Strength saving throws from being affected by disadvantage, as the force damage from before no longer exists.
Decree of Execution
- Execution Magic 3rd level spell altered.
- Masked Marksman redesigned to Masked Assassin. Damage now activates if the target is below its hit point maximum, and the d6 damage is now based on the d4 Masked Transformation die.
- Exterminating Strike lets you expend a use of Heroic Armaments to reroll your attack against another target if you miss.
- Elusive Retreat's bonus to Stealth checks moved to Masked Assassin and redesigned to use your Wisdom in place of your Dexterity when making Stealth checks.
Decree of Extinction
- Extinction Magic 2nd & 3rd level spells altered.
- Corrosive Chain's acid damage increased from d6 to d8. No longer lets you expend a spell slot to target additional creatures.
- Insatiable Bloodlust's bonus to initiative is now based on your Masked Transformation die.
Decree of Liberation
- Liberation Magic 2nd level spell altered.
- Armament Spirit redesigned as a reaction-based feature that deals force damage to any creature that forces a saving throw on you, provided you have a heroic armament on your person and you succeed on said saving throw.
- Fleet of Foot now activates as part of using Armament Spirit, now only affects you, and has lost its bonus to walking speed.
Decree of Preservation
- Preservation Magic 1st level spell altered.
- Shield Rune's temporary hit points increased from d6 to d8. No longer lets you expend a spell slot to target additional creatures.
- Protective Ward now reduces damage based on your Masked Transformation die instead of d8 + your Wisdom modifier. Now lets you keep two protective wards instead of one at a time.
- Aegis Mastery changed to Aegis Adept, which lets you store three protective wards at a time.
- Forceful Rebuke changed to Everlasting Bulwark, which lets you add your Wisdom modifier to the damage reduction provided by your protective wards as it did in previous versions.
Decree of Retribution
- Retribution Magic 2nd level spell altered.
- Eye for Injustice now grants you a bonus to Insight checks based on your Masked Transformation die, instead of giving you situational Expertise on Insight checks.
- Judgement Blade now gives you advantage on one attack roll and extra Wisdom damage on the next hit you make against a creature you've already hit with Judgement Blade. No longer grants extra damage through spell slots.
- Vanquishing Armament changed to Debilitating Slash, which now instead removes reactions from a creature that is struck by your Judgement Blade.
- Psychic Assault changed to Interrogation Chamber to now let you cast zone of truth instead of detect thoughts using uses of Heroic Armaments.
Decree of Salvation
- Salvation Magic 1st level spell altered.
- Miracle Warrior's 15th level upgrade replaced with a 7th level upgrade to summon your Familiar as a pseudodragon by expending a use of Masked Transformation.
- Soul Charge bonus increased to 1 + your Charisma modifier instead of just your Charisma modifier.
- Spiritual Emissary replaced with Spiritual Armament, which lets you deal extra damage whenever you score a critical hit with the melee spell attack of spiritual weapon.
- Enhanced Device, previously the 15th level upgrade of Miracle Warrior, now placed as the 15th level feature.
Optional Features & Feats
- Martial Versatility added as an optional feature.
- Almighty Knight removed entirely due to Unwavering Resolve's removal.
- Disciplined Berserker, now Controlled Berserker, no longer gives a stat increase.
- Lightning-Fast Defender no longer lets you use your Wisdom modifier in place of your Dexterity modifier when rolling iniative.
Version & Date Released
Next Evolution Version 3-1-2022
Class Designer
u/VoyeurTheNinja
Artists Credits (NSFW warning each)
Waikari by AAAtsushi ----------------------------------------- https://www.pixiv.net/users/4315024
PFRD合集 by xukong ---------------------------------------- https://www.pixiv.net/users/2648922
神代剣バースデー by むめも ----------------------------- https://www.pixiv.net/users/46990673
MASKED RIDERs Crest by ひかり ------------------------- https://www.pixiv.net/users/2648922
Untitled by cosknb -------------------------------------------- https://www.pixiv.net/users/5508008
仮面ライダーウィザード by ぱらしまテンコ ----- https://www.pixiv.net/users/53911381
信仰式跳楼放必杀 by QUICK筷子 ---------------------- https://www.pixiv.net/users/4768744
『Are you ready?』 by ごみ匣 ----------------------------- https://www.pixiv.net/users/778260
仮面ライダーセイバー by 時雨1213 ------------------ https://www.pixiv.net/users/21916813
Masked Rider Femme by 玢丧Der ------------------------ https://www.pixiv.net/users/21200457
映画を観る前→紘汰(闇)www by ばつ --------- https://www.pixiv.net/users/167105
サイガの日 by LB --------------------------------------------- https://www.pixiv.net/users/433000
【壁紙】平成ライダー6 by * 瑠璃玻@返信気づかないのごめん*-------------------------------------------- https://www.pixiv.net/users/433632
Kamen Rider DEMONS Spider Genome by RD Naoko ------------------------------------------------------------ https://www.pixiv.net/users/13961000
Kamen Rider EVIL by RD Naoko --------------------------- https://www.pixiv.net/users/13961000
5e PHB Style Watercolor Brushes by pstutorialsws -- https://www.deviantart.com/pstutorialsws
Special Thanks To:
r/UnearthedArcana and r/KamenRider for their support, questions and critiques, as well as Homebrewery and GMBinder, for their excellent homebrew crafters.
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 class' 2019 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. Post-2019, that feature had been moved into one of Masked Transformation's benefits, which has the distinct feature of setting one's AC to be based off the following : AC = 13 + your Wisdom modifier.
This was done so that multiclassing paladin/bard PCs can't access that Hex Warrior-esque feature without the drawback of having their Armor Class be around that of medium armor due to the Wisdom modifier requirements of the feature, and the inability to use shields, which was a way of preventing the arise of SAD builds. In addition, I have added another drawback of Masked Transformation to discourage SAD paladin builds in particular, with Masked Transformation now preventing their auras from affecting other friendly creatures.
Deflective Strike frustrations
While a masked hero constantly using Deflective Strike will surely be frustrating for a DM, it's meant to be similar to a paladin's Divine Smite, where it can 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 or challenging 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 who deal most of their damage with few, hard-hitting attacks. You can also make use of lighting to nullify this feature, as masked heroes require line of sight for a friendly creature that they are saving.
Lastly, you can toss in enemies with saving throw features 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.
Encounter-Balancing
If you want a reference on how you should treat a masked hero, they are designed like a half-caster first and foremost, working best when resources for their features are readily available. But unlike other half-casters, a masked hero running out of resources reduces their damage output and defenses dramatically.
Once deprived of Masked Transformation in particular, a masked hero is just a fighter with a worse hit die, with their combat ability scores being regulated to primarily being mental ability scores until Masked Transformation is useable.
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 it is written, it is still possible to turn an attack roll of a natural 20 into a miss. The hard part is that it would require you to also roll a natural 20 on the d20 for 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 masked hero of Conviction is allowed to use Deflective Strike twice in-between turns, that PC is only able to use Infernal Step once, as you can only get back your reaction on the start of your next turn. Another example would be a masked hero of Preservation only being able to store one Shield Rune on them at a time before they can expend said resource on their next turn as a bonus action.
Can multiple masked heroes use Deflective Strike on one creature?
No. To quote a few sentences, "- and you must make this special attack before the triggering attack deals any damage," [...] "Otherwise, the triggering attack hits, and immediately deals damage to you, regardless of the triggering attack's initial target."
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 fails on their special attack, the triggering attack immediately 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.
Does the Extra Attack (2) feature & Limit-Break feature stack?
No. Extra-Attack (2) 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.
How does the Interception Fighting Style & Deflective Strike interact?
As written, Interception has the following sentence "When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by-" Because of this, and the fact that Deflective Strike requires you to declare that you will use it before the attack deals any damage to its target, the two features cannot be used in quick succession.
If you declare Deflective Strike, and fail your special attack, the attack's target would switch to you, preventing you from using Interception as it only affects friendly creatuers other than yourself. Meanwhile, Interception requires the target which you are attempting to protect to have already taken damage in order for you to use it, thus preventing you from using Deflective Strike.
While having both would make for a formidable defender PC, their requirements do not synergize well, and thus, why I had chosen not to include it as a Fighting Style selection.
Artificer's Arcane Armor & Masked Transformation at the same time
As per Masked Transformation's rules "Any armor that you are wearing also merges with your transformation, and has no effect until it ends." your Arcane Armor would not be useable for the duration of your Masked Transformation, as your transformation would essentially overwrite it and treat it as though it does not exist. This would have the same effect as well on any magical armor you have donned, as this is meant to envoke the trope of transforming heroes storing whatever they were wearing before in what is essentially hammerspace storage.
Restoration Device & Short Rests
With the Restoration Device feature only replenishing expended uses of Deflective Strike if you have a bonded device on your person at the end of a short rest, there is the question on whether or not a masked hero benefits from Restoration Device if the short rest is being used to summon a bonded device to begin with. As the bonded device ritual has been changed to have the bonded device appear on your person at the end of the ritual, this would indeed be the case, as long as the 1-hour ritual does indeed finish before the 1-hour short rest.
Why is Deflective Strike not based on a character's Reaction?
Understandbly, I've been asked numerous times as to why Deflective Strike has never been used as a reaction ever since the class' earliest versions. One reason for this is that I do not wish to interrupt the use of reaction-based features or spells, or even the basic use of opportunity attacks. The second reason is the primary reason: I wish for the Masked Hero class to be one that acts as a defender first-and-foremost, in order to invoke the feel of a protector of the innocent. In exchange for going on the attack, a masked hero instead chooses to swing their blade to protect, rather than shed blood. Forgoing offensive power for other uses is a design that was chosen in the end, to make the class distinct, and to also expand the use of the "once per round" terminology that isn't seen too often outside of spells like tree stride and tsunami.
Multi-classing for spells
Do you need a bonded device to cast spells that you have learned through multiclassing? No. A bonded device is only required and useable for spells that you have learned through this class in particular. Thus, if you attain any feat that grants you a spell, or any class that grants you spells, you are not bound by the requirements of needing a bonded device in order to cast those spells.
Will there be anymore versions of this class after this release?
As of now, WotC have yet to release its new versions of the 5E Player's Handbook, Dungeon Master's Guide and so on for the 50th anniversary of Dungeons & Dragons. Thus, while this version of the Masked Hero is the ideal one I would encourage to use, I will definitely make it clear that if these new versions of the core rulebooks were to introduce any change to how classes are designed, balanced, or how they're simply worded, then I will definitely promise an updated release of this Next Evolution version.