The Masked Hero [Next Evolution 2.0]

by VoyeurTheNinja

Search GM Binder Visit User Profile

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 are selfless combatants that stand alongside their fellow adventurers. Sword-in-hand, a masked hero can also channel the immense energy within them using an arcane device of their own creation. This device allows a masked hero to sculpt their energies into the shape of spells, causing the tides of battle to shift 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 Berserker Form 1d6 5 2 3rd
11th +4 Heroic Decree feature 1d6 6 3 3rd
12th +4 Ability Score Improvement 1d6 6 3 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 Ultimate Form 1d8 10 3 3rd

Creating a Masked Hero

When creating a masked hero, you must first decide how your character acquired their powers. Were those powers gifted to you by mysterious individuals? Were these strange abilities something that had been forced upon you?

Even though the concept of a masked hero may seem like it demands a pure mind and body, you need only an unwavering force-of-will, and the mind to turn that will into a weapon. The reason why you are able to do this can vary, as every masked hero has their reason for possessing the power they wield.

Quick Build

You can make a masked hero quickly by following these suggestions. First, put your highest ability score in Wisdom or Charisma, depending on whether you want to focus on spellcasting and personal defense, or on your defensive class features. Your next highest score should be either Wisdom or Charisma again, depending on what you have not made your highest ability score, and lastly, Constitution should be your next highest score. 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 permeate weapons with your vitality to create heroic armaments. As an action on your turn, you can transform one weapon that you are proficient with, and that is on your person, into a heroic armament. Alternatively, you can use your action to instead transform up to three weapons that you are proficient with, that have the thrown property, and that are on your person, into heroic armaments. Until you finish a long rest, harmless visual effects, such as fire, 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

You can manifest a form that can empower your blows with either wisdom or charisma. As a bonus action on your turn, you can transform to assume your heroic form.

While you are transformed, the following rules apply:

  • Your Armor Class equals 10 + your Wisdom modifier + your Charisma modifier.
  • Choose either your Wisdom modifier or your Charisma modifier when you gain this feature. You can use that modifier, instead of Strength or Dexterity, for the attack and damage rolls of any weapon attack you make with a heroic armament. Once you have chosen a modifier, you cannot choose a different one, and must use the chosen modifier whenever you transform again.
  • Wielding a shield does not increase your Armor Class. Any armor that you are wearing also merges with your transformation, and has no effect until it ends. In addition, you do not benefit from any bonus to saving throws by any means short of your proficiency bonus.
  • Whenever you take the Attack action on your turn with an unarmed strike, or a melee weapon, the first creature that makes an 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 Wisdom 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.

Arcane Warrior

You learn two cantrips of your choice from the warlock 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 warlock spell list.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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 an item called a bonded device. This device is capable of harnessing the power within you to create 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.

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 Charisma 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 the 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 1 + your Charisma modifier. 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 Plate Armor. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. In addition, whenever you transform, you gain temporary hit points equal to 7 + your proficiency bonus. These temporary hit points last until they are depleted, or until your transformation ends.

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.

Berserker Form

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 unleash a power few would dare utilize.

Whenever you finish a short or long rest, your body creates a berserker rune. You can have only one berserker rune on you at a time. Whenever you use Masked Transformation as a bonus action on your turn, you can choose to take damage equal to 10 + your character level as part of the same action in order to expend this rune. 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 10 feet. In addition, when your transformation ends, you gain 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.

Ultimate Form

At 20th level, you learn the technique of channeling all your power into your transformation to attain your ultimate form.

Whenever you use Masked Transformation as a bonus action on your turn, you can choose to ascend your heroic form as part of the same action. If you do so, for the duration of your transformation, you have resistance to bludgeoning, piercing, and slashing damage, any attack roll you make with a heroic armament scores a critical hit on a roll of 19 or 20 on the d20, and you can attack with a heroic armament three times, instead of twice, whenever you take the Attack action on your turn. In addition, your transformation instead only lasts for 1 minute.

You cannot use this feature and Berserker Form on the same round. Once you ascend your heroic form, you must finish a long rest before you can use this feature again.

Heroic Decree

As enigmatic avengers that battle across the realms, masked heroes wield both conviction, and an unwavering faith in their ideals. Such determination often manifests new abilities that emphasize 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. You also gain proficiency in one of the following skills of your choice: Deception, or Persuasion.

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 force damage equal to your Charisma modifier (minimum of 1), and has disadvantage on the next saving throw it makes 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 arcane finale

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 you can see within 5 feet of an enemy creature.

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:

Unwavering Determination. You can use your Charisma 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 Charisma 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 being within 5 feet of an enemy creature does not impose disadvantage on the attack roll. 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 iron gale strike
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 that is bound by your chains with a weapon attack, the creature takes extra acid damage equal to 1 + your Charisma modifier. 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 create armament
5th eldritch summon
9th blade storm

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 as the initial attack, 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 a burst of speed. 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, and your speed increases 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 Charisma 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 reflective guard
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 dealt to you or a friendly creature, you can add your Charisma 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 1 + your Charisma modifier.

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, and you can benefit from this bonus, even while using Masked Transformation.

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
  • Create Armament
  • Healing Word
  • Heroism
  • Jump
  • Reflective Guard
2nd Level
  • Aid
  • Blindness/Deafness
  • Eldritch Summon
  • Find Steed
  • Iron Gale Strike
  • Lesser Restoration
  • Prayer of Healing
  • Protection from Poison
  • Silence
  • Shatter
  • Suggestion
3rd Level
  • Arcane Finale
  • Aura of Vitality
  • Blade Storm
  • 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
  • Steel Wind Strike
  • Wall of Force

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

After half a year since the first version of this Next Evolution was released, so comes the 2.0 version that I hope some people will enjoy. This one takes the class even farther from its older routes, so I do hope this will satisfy people enough until WotC releases its new versions of the core rules. Until then, this will be the version that will be deemed as its most up-to-date version of the Masked Hero class.

Do I look forward to whatever WotC is planning to do with how classes are designed? Not really. Not scared either. Whatever happens, there will definitely be a version for whatever new foundation Dungeons & Dragons builds for its class design. This class has been worked on as far back as Kamen Rider Ex-Aid's airing, so this work has been with me through several years by this point, and hopefully, for the years to come.

Spells

This section provides new spells for the masked hero. The Dungeon Master decides which of these spells are available in a campaign, and how they can be learned. The spells are presented in alphabetical order.

Arcane Finale

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You permeate your hands and weapons with heroic energy as you become faster than the eye can see. You teleport up to 10 feet to an unoccupied space that you can see within 5 feet of an enemy creature. Make a melee attack with an unarmed strike, or a weapon you are wielding, against that creature with advantage. On a hit, that attack deals an extra 5d6 force damage. If this damage reduces the target to 0 hit points, the target emits a wave of force, and each enemy creature within 10 feet of the target takes 1d6 force damage.

Blade Storm

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You raise the weapon used in the casting, and imbue it with your arcane energy before you slash the air to unleash a wave of magical blades. Each creature in a 15-foot cone must make a Constitution saving throw or take 8d4 force damage on a failed save, and half as much damage on a successful one.

Create Armament

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You channel the arcane energy coursing within your heroic soul to create a weapon in your empty hand. You can choose the form that this weapon takes when you create it, and this weapon counts as a heroic armament. This weapon disappears when you cast this spell again, or if you die.

At Higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can use this weapon as a spellcasting focus for your spells.

Eldritch Summon

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You summon a spectral creature in your space that floats in the air and orbits you for the spell’s duration, or until you cast this spell again. When you cast the spell, you can command it to make a ranged spell attack against a creature that you can see within 90 feet of you. On a hit, the target takes force damage equal to 1d4 + your spellcasting ability modifier. As a bonus action on your turn, you can repeat the attack against a creature that you can see within 90 feet of you. Being within 5 feet of an enemy creature does not impose disadvantage on the attack roll.

At Higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot above 2nd, to a maximum of 2d4 force damage.

Iron Gale Strike

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to three creatures that you can see within range. Make a melee spell attack against each target. On a hit, a target takes 3d8 force damage. You then return to the space you had vanished from.

At Higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.

Reflective Guard

1st-level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self
  • Components: V, S
  • Duration: 1 round

A reflective barrier is conjured around you to protect you and harm any who try to attack you. You have a +5 bonus to AC against the triggering attack, and until the start of your next turn, whenever a creature makes an attack against you, including the triggering attack, the creature takes 1d4 force damage.

At Higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot above 1st, to a maximum of 3d4 force damage.

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: Berserker Form 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 Berserker Form, and your transformation ends, you can choose to roll a d20. You gain one level of exhaustion from using Berserker Form 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 11 + Wisdom modifier + your Charisma 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

  • Usage of Charisma and Wisdom has been reworked.
  • Third spell slot is now gained at 11th level instead of 13th.
  • Six class-exclusive Spells are added to the spell list.
  • Aura of vitality spell added to 3rd level spell selection.

Core Features

  • Heroic Armaments now affects thrown weapons that have the special property when making three at once.
  • Masked Transformation now lets you choose either your Charisma or Wisdom modifier for your attack rolls and has its AC calculation be based on both Charisma and Wisdom now. In exchange, its drawback is changed to not letting you benefit from any bonuses to your saving throws outside of using your proficiency bonus. Your transformation's duration is now also Wisdom modifier-dependant. Lastly, the d4 penalty now applies to even a regular attack made against you on your turn. This is a small change, but this makes it applicable to attacks made against you on your turn through legendary actions instead of just opportunity attacks.
  • Blessed Warrior changed to Arcane Warrior, as it now utilizes the warlock spell list instead of cleric spell list.
  • Emboldening Rune's bonus damage has been increased to 1 + your Charisma modifier.
  • Vitality Plating renamed to Vitality Plate Armor. The bonus to saving throws to maintain Concentration has been changed to a simple advantage on the save, but the temporary hit points have been reduced to 7 + prof. bonus.
  • Limit Break changed to Berserk Form. No longer makes your transformation lasts 1 minute, but the bonus speed is reduced by 5 and you take more damage from using it. You can also only use it once per short rest or long rest.
  • Zenith Armaments changed to Ultimate Form. Now acts as a 1-minute alternative to Berserk Form. Reworked almost entirely, but still keeps the criticals on 19s and 20s.

Decree of Assimilation

  • Agent of Diplomacy now gives a skill proficiency.
  • Analysing Strike force damage changed from 1d12 to your Charisma modifier. In exchange, the imposed save disadvantage now affects the next saving throw the target makes in general instead of just a save against your spells.

Decree of Conviction

  • Protection from energy spell replaced by arcane finale.
  • Relentless Flames now uses your Charisma Modifier.

Decree of Execution

  • Masked Assassin now uses your Charisma modifier.
  • Exterminating Strike's wording is slightly cleaned up.

Decree of Extinction

  • Cloud of daggers spell replaced by iron gale strike
  • Dissolving Chains' acid damage is now 1 + your Charisma modifier.

Decree of Liberation

  • Every spell provided by the subclass has been replaced by: create armament, eldritch summon, and blade storm.
  • Fleet of Foot once again grants a 10 feet speed bonus.
  • Fatal Blow now uses your Charisma modifier.

Decree of Preservation

  • Shield of faith spell replaced by reflective guard.
  • Everlasting Bulwark now uses your Charisma modifier.

Decree of Retribution

  • Judgement Blade's extra damage is now 1 + your Charisma modifier.

Credits

Version & Date Released

Next Evolution 2.0 Version 12-7-2022

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, and later on changed to use either your Charisma or Wisdom. At the same time, the AC calculation is now based on both your Charisma modifier and Wisdom modifier.

This was done so that multiclassing 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 modifier requirements of the feature, and the inability to use shields, which was a way of preventing the arise of SAD builds. In addition, another drawback of Masked Transformation meant to discourage SAD builds is how it prevents you from being affected by any bonuses to your saves, be it a paladin's Aura of Protection, the bless spell, etc.

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 fail 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 & Berserker Form feature stack?

No. Extra-Attack (2) lets you attack three times as an action on your turn, while Berserker Form 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 on your next turn.

Can Heroic Armaments and Bonded Devices be shared among PCs?

Rules as written, yes. Masked Transformation states describes it as "- any weapon attack you make with a heroic armament." The Heroic Armaments feature also describes creating a heroic armament, and not your heroic armament. Per these rules, heroic armaments can indeed by shared among masked heroes, if the situation ever calls for it and there is more than one masked hero in the party.

Bonded devices also have a similar interaction with your Device Magic feature, as well as any other feature that isn't spellcasting, as it calls for a bonded device to be on your person in order to use it, not your bonded device. Unlike heroic armaments, bonded devices do indeed have that restriction of disappearing when they are too far away from the masked hero that created it, but aside from that, bonded devies are also allowed to be shared and borrowed in case a masked hero somehow ever loses the one they created in the middle of an encounter.

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..

Does Create Armament make a magic weapon?

No. While it is created through spellcasting, and it is indeed a heroic armament, the weapon created is a regular weapon.

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 DM rules that 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 12-July-22, WotC has 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 version in the form of a Next Evolution 3.0.

Enjoy the class! Ciao~

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.