Path of the Mask

by Jadeor

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Path of the Mask

Path of the Mask

It came at me, horns protruding from its head, a giant, inhuman grin fixed on its face and eyes like fires that bore into my soul. Some have claimed to me that it was just a man in a mask, but I know this can't be true. They don't know. They didn't stare into those eyes and see their own death staring back at them...

A Primal Path

Some barbarians learn how to craft strange and terrifying masks to aid them both on and off the battlefield. These masks are magical and unique, and the key to their creation is a carefully guarded secret.

Tools of the Maskmaker

When you choose this primal path at 3rd level, you gain proficiency with the disguise kit and your choice of either leatherworker's, smith’s or woodworker's tools.

Masked Rage

Also at 3rd level, you learn how to craft masks and imbue them with magic. You learn how to make 2 masks from the Masks of Fury list at the end of this subclass. You learn how to make additional masks when you gain certain levels in this class, as shown in the mask table. Whenever you gain a level in this class, you may swap out one of the masks you know how to make for another that you could gain at that level. You choose the physical appearance of these masks.

You may spend 10 minutes crafting a mask you know how to make, and may do so as part of taking a short or long rest. Whenever you craft two masks of the same type, the mask you crafted first turns to dust. These masks only effect you, on any other creature they are normal masks. If a mask requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Constitution modifier.

You can don or doff a mask when you enter a rage or as a bonus action on your turn.

Some of your masks makes use of your Mask die, which is a d6 and increases in size when you reach certain levels in this class, as shown in the mask table.

Mask Table
Barbarian Level Masks known Mask die
3 2 1d6
6 3 1d8
10 4 1d10
14 5 1d12

Hidden Talents

At 6th level, your talents are heightened. Whenever you fail a skill check or saving throw that you are proficient in while wearing a mask, you can roll your Mask die and add the result to check, potentially causing it to succeed. You can only add your Mask die once per ability check and saving throw.

You can use this feature a number of times equal to your proficiency bonus, after which you cannot use it again until

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you finish a long rest.

Additionally, you become proficient in the Intimidation skill, if you weren't proficient in it already.

Nightmarish Visage

At 10th level, your masks can truly terrify. While you are raging and wearing a mask, once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier, and if the saving throw fails, the target is frightened of you until the end of your next turn.

A Thousand Faces

At 14th level, your masks grant you additional abilities. Whenever you don a mask, you gain one of the following benefits of your choice for as long as you are wearing that mask:

  • Whenever you roll a 3 or lower on a mask die, the result becomes a 4.
  • Once per turn when you roll a mask Die to deal damage or to bestow temporary hitpoints, you can add your Constitution modifier to the result.
  • Your gain resistance to one damage type of your choice between acid, cold, fire, lightning and thunder damage.

Masks of Fury

If a mask of fury has prerequisites, you must meet them to learn to make it. You can learn how to make a mask at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Mask of the Avenger

As long as you are wearing this mask, you add your Mask die to saving throws you make against being frightened.

Additionally, when you enter into a rage while wearing this mask and at the start of each of your turns while raging, you can choose a creature you can see within 90 feet of you. The next time you hit the chosen creature with a weapon attack before the end of your turn, the attack deals additional damage equal to one roll of your Mask die. Whenever you deal damage to a creature this way, it has disadvantage on any attack rolls it makes that don't target you until the start of your next turn.

Mask of the Defiler

As long as you are wearing this mask, you add your Mask die to Charisma (deception) checks you make and Wisdom (insight) checks made against you have disadvantage.

Additionally, when you are raging and wearing this mask, as a bonus action you can choose a creature you can see within 60 feet of you. The chosen creature must succeed on a Wisdom saving throw, or take necrotic damage equal to two rolls of your Mask die and be unable to move towards you until the start of your next turn.

Mask of the Titan

As long as you are wearing this mask, your carrying capacity (including maximum load and maximum lift) is doubled, and you add your Mask die to Strength (athletics) checks you make.

Additionally, while you are raging and wearing this mask, the first time you hit a creature with a weapon attack on each of your turns, the attack deals additional damage equal to one roll of your Mask die and the creature must succeed on a Strength saving throw or be knocked prone.

Mask of the Guardian

As long as you are wearing this mask, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Additionally, while you are raging and wearing this mask, as a bonus action you can choose a creature you can see within 30 feet of you. That creature gains temporary hitpoints equal to one roll of your Mask die until your rage ends.

Mask of Light

As long as you are wearing this mask, your mask sheds dim light in a 15 foot radius around you.

Additionally, while you are raging and wearing this mask, the light created by it becomes bright light and it sheds dim light for an additional 15 feet. Whenever a creature you can see illuminated by the bright light from this mask is dealt damage by another creature, as a reaction you can cause the target to take extra radiant damage equal to two rolls of your

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Mask die.

Mask of Shadows

As long as you are wearing this mask, you add your Mask die to Dexterity (stealth) checks you make and you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

While you are raging and wearing this mask, you can take the Disengage and Hide actions as a bonus action.

Mask of Death

Prerequisite: 6th level

As long as you are wearing this mask, you add your Mask die to Death saving throws you make.

Additionally, whenever a hostile creature you can see within 15 feet of you is reduced to 0 hitpoints while you are raging and wearing this mask, you gain temporary hitpoints equal to three rolls of your Mask die until your rage ends.

Mask of the Plague

Prerequisite: 6th level

As long as you are wearing this mask, you add your Mask die to saving throws you make against being poisoned, and you have resistance to poison damage.

While you are raging and wearing this mask, the first creature you hit on each of your turns with a weapon attack takes extra poison damage equal to one roll of your Mask die and must succeed on a Constitution saving throw or be poisoned until the start of your next turn.

 

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