The Faceless Patron

by Missing-Peace

Search GM Binder Visit User Profile

The Faceless Patron

The Faceless is a newer entity in the realms. Despite their young age, they are able and willing to dole out a fraction of their power.

This creature has a peculiar hobby: Stealing faces. Their reason for doing so is unknown to the layman. Some theorize that they are a trickster deity out to get some kicks by spreading chaos. On the flip side of said theory, some claim they are a forgotten deity, trying to regain their former glory. As some schools of thought believe that taking one's face means stealing identities which leads to amassing their power. Rumors say that the Faceless is an extremely powerful bard looking to create a collection of adoring fan's faces to have an eternally captivated audience. A minor theory going around is that the Faceless is the manifestation of the universe's loss. Or they could be the antithesis of beauty.

Followers of this patron typically give up either their faces or their true name in exchange for power. In rare cases, they can even give up the ability to recognize faces. The typical sign of someone who has the Faceless as their patron is the possession of a reflective or featureless mask.

The Faceless Expanded Spell List

The Faceless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Faceless Expanded Spells
Spell Level Spells
1st compelled duel, inflict wounds
2nd arcanist's magic aura, mirror image
3rd sending, speak with dead
4th phantasmal killer, polymorph
5th mislead, modify memory

Face Off

You can steal the faces of creatures and embody them.

Starting at 1st Level, as a reaction when a creature that is the same size as you dies within 60 feet of you, you can magically steal that creature's face. You can also do this as a bonus action on a deceased creature.

As a bonus action, you can don one of these stolen faces as a disguise. These faces only work for you. Your physical form will completely change into the creature the face originated from, even changing your height, voice, and clothes. However, your creature type, stats, speeds, and abilities do not change. If they were wearing armor, you do not gain any change in armor class.

If a creature whose face you've stolen gets revived, then it magically returns to its original owner.

You can posses a number of stolen faces up to equal your Charisma modifier. If you want to add a new one, you must replace of one of the ones you currently have.

While wearing a stolen face, you can easily recall the source's memories a number of days before their death up to equal to your Warlock level + your Charisma modifier. Anything further than that is beyond your grasp. You gain any skill proficiencies and can read, speak, and write any languages that the originator can. You have advantage on checks meant to convince other creatures that you are the creature you're taking the form of.

You can remain in that form for a number of hours equal to your Charisma modifier. You can extend the effect of this ability by your current time limit by expending another stolen face as a bonus action. You can end this effect early as a bonus action. This effect ends automatically if you fall unconscious, drop to 0 hit points, or die. Once the effect is ended, the stolen face is expended.

Saving Faces

Your collection can take on any form. This could range from a bundle of shrunken heads on a belt loop to tattoos of your victims. Masks made of jerkied flesh are a popular option.

It can even can take on different forms depending on your Pact. For example, if you have the Pact of the Blade, the faces you stole can appear as the pattern on the blade or on the hilt, only appearing if looked at from the right angle. For Pact of the Chain, the patterns on your familiar's fur, feathers, scales, or skin can resemble the stolen faces. For Pact of the Tome, they can appear as pages in the book or on the covers. A "Face Book" if you will.

Service Without a Smile

Forfeiting a face to your patron fills you with a supernatural confidence.

Starting at 1st level, after you roll an ability check, attack roll, or saving throw, but before the DM says whether the roll succeeds or fails, you can expend a stolen face to add your proficiency bonus to the roll, even if you're already rolling with proficiency. You can also use this feature with a face you're using as a disguise.

Slip of the Mask

You can give up the faces you've stolen to get out of scrapes by the skin of your teeth.

Starting at 6th Level, as a reaction to taking damage, you can expend one of your stolen faces to reduce that damage to half (rounded down). You can also use this feature with a face you're using as a disguise.

Unflappable

You are stoic in the face of danger and can spread that quality around (from a point of view).

Starting at 10th Level, you gain resistance to psychic damage and you are immune to being frightened.

Additionally, as an action, you can expend a number of stolen faces (including a face you're using as a disguise) then target the same amount of creatures within 30 feet of you. The chosen creatures must make a Charisma saving throw against your spell save DC. If they fail, they become faceless until the start of your next turn. The method of which could be throwing the stolen faces at your targets to cover their own faces. Or it can simply sacrificing the stolen faces in order to wipe away your targets' faces temporarily.

Faceless. The affected creature can't speak or orally make noises. They can't use any spells that require verbal components. They can't use any attacks or abilities that require their mouth (For example, bite attacks or breath weapons). They are also blinded (Standard Rules Document, pg. 358 for more details).

Face in the Crowd

You can now animate the faces you've stolen to fight for you.

Starting at 14th Level, as an action, you can twist the essence left in the faces you've procured into a mockery of life. You can expend any number of the stolen faces you have to summon spectral versions of their originators, known as Masked Actors, and assign them roles. They are summoned in unoccupied spaces 10 feet around you. The Masked Actors come in three types: Soldier, Beast, and Demon.

The creatures are allies to you and your companions. In combat, the manifestations shares your initiative count, but they take their turn immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command them to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the creatures acts on their own, focusing on protecting you and themselves. The creatures never requires your command to use their reaction, such as when making an opportunity attack.

The Masked Actors can last up to an hour and can be dismissed early as a bonus action. The Masked Actors also disappear automatically if you fall unconscious, drop to 0 hit points, or die.

Once you use this ability, you can't use it again until you complete a long rest.

Credits

Made by Missing-Peace of Reddit, Tumblr, GM Binder, and Homebrewery.

Made with GM Binder.


Masked Actor

Medium undead


  • Armor Class 13 (15 [Soldier only])
  • Hit Points 30 + your proficiency bonus
  • Speed 30 ft, (Fly 30 ft. [Demon only])

STR DEX CON INT WIS CHA
14 12 13 4 9 6
(+2) (+1) (+1) (-3) (-1) (-2)

  • Saving Throws Dex +1 plus PB, Con +1 plus PB
  • Damage Resistances Psychic
  • Condition Immunities exhaustion, frightened, poisoned
  • Senses Darkvision 60 ft, Passive perception 9
  • Languages understands the languages you speak
  • Challenge — Proficiency Bonus (PB) equals your bonus

Pounce (Beast only). If the Masked Actor (Beast) moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the Masked Actor (Beast) can make one claw attack against it as a bonus action.

Actions

Spear (Soldier only). +2 plus PB to hit, reach 10 ft., one target. Hit: 1d8 plus PB piercing damage.

Claw (Beast and Demon only). +2 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.

Psychic Wave (Demon only). +2 plus PB to hit, range: 30 ft., one target. Hit: 2d6 psychic damage.

Reactions

Deflect Attack (Soldier only). The Masked Actor (Soldier) imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Actor.