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Masquerader - The Homebrewery
Masquerader - The Homebrewery
T
he sudden impact against the stone wall
Secretive Gnostics
Those entrusted with the rare knowledge of the Pharuns are
few indeed, and for good reason. The texts they left behind
tell of a method of enchantment that calls upon the power of
emotion, one of the strongest forces in the multiverse. Such
power could be largely detrimental if not kept known to a
select entrusted few. However, there have been those who,
despite the best efforts of guardians of sacred knowledge,
have stolen copies of the necessary manuscripts in order to
use the power of the Pharuns in order to their advantage.
Such thievery is inevitable as power has never failed to tempt
or corrupt the best of creatures.
Masters of Thought
The knowledge that a masquerader safeguards teaches to
channel their thoughts in. The creation of a masquerader's
mask requires a process of channeling the emotions of the
mind and enfusing those emotions into an object. The
product of this difficult process creates a type of being called
an Emoticate. This being can only be created by this method
and is confined to whatever mask or helm it’s been bonded to
for the remainder of its life. This entity is not sentient, though
it has an instinctual urge to release its power. One could
almost describe it as an extension of its creator's emotion
and will, amplified.
The Masquerader
Level Proficiency Bonus Features Masks Mask Uses 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Entity Persuasion 1 2 2 — — — —
2nd +2 Masquerader Discipline 1 2 2 1 — — —
3rd +2 Blind Trust (1d4) 2 2 2 1 — — —
4th +2 Ability Score Improvement 2 2 2 2 — — —
5th +3 — 2 2 2 2 1 — —
6th +3 Masquerader Discipline Feature 3 2 2 2 1 — —
7th +3 Blind Trust (1d6) 3 2 2 2 2 — —
8th +3 Ability Score Improvement 3 2 2 2 2 1 —
9th +4 — 4 2 2 2 2 1 —
10th +4 Masquerader Discipline Feature 4 2 2 2 2 2 —
11th +4 Blind Trust (1d8) 4 2 2 2 2 2 1
12th +4 Ability Score Improvement 5 3 3 2 2 2 1
13th +5 — 5 3 3 2 2 2 1
14th +5 Masquerader Discipline Feature 5 3 3 2 2 2 2
15th +5 Blind Trust (1d10) 6 3 3 3 2 2 2
16th +5 Ability Score Improvement 6 3 3 3 2 2 2
17th +6 — 6 3 3 3 3 2 2
18th +6 Masquerader Discipline Feature 7 3 4 3 3 2 2
19th +6 Ability Score Improvement
7 3 4 3 3 2 2
Blind Trust (1d12)
20th +6 Expert Eye 8 3 4 3 3 3 2
Creating a Masquerader Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Masquerader level after 1st.
Masqueraders are understandably quite rare. Only a select Proficiencies
few throughout the centuries were taught the art form, and Armor: light armor, scale mail
just as few are able to acquire it. While most Masqueraders Weapons: simple weapons, shortsword
create their masks by learning from the teachings of a secret Tools: Woodcarver’s tools, Potter’s tools
order or mage, there have been extremely rare cases of
magical prodigies unlocking the skill on their own through Saving Throws: Intelligence, Wisdom
sheer talent, or through the divine intervention of a deity. Skills: Choose two from Arcana, History, Athletics, Sleight of
Think about how your character happened upon this Hand, Insight, Deception, and Survival
esoteric arcane skill. Were you taken in as an apprentice to
T
hese are the masks you may choose from,
Cantrips: Ray of Frost, Shape Water, Frostbite
Mask of Flame Spells: Create or Destroy Water (1st lvl), Rime’s Binding Ice
This type of mask is typically associated with thoughts of (2nd lvl), Freedom of the Waves (3rd lvl), Ice Storm (4th lvl),
rage, aggression, or righteous anger. You gain resistance to Maelstrom (5th lvl).
fire damage while wearing this mask.
Cantrips: Acid Splash, Poison Spray, Primal Savagery
Spells: Detect Poison and Disease (1st lvl), Acid Arrow (2nd
lvl), Stinking Cloud (3rd lvl), Vitriolic Sphere (4th lvl),
Cloudkill (5th lvl).
MASQUERADER DISCIPLINES
A
t second level, you choose a discipline for your
Crustacean Claw
Your arm grows and changes into a large
pincer or claw. The claw on a successful attack can render its
target grappled on an unsuccessful dexterity save, and deal
1d8 piercing damage. You may not wield a weapon in this
hand while it’s transformed. You can create the claw as a
bonus action on your turn. Clothing or wristwear not made to
accommodate the claw might be destroyed when you
manifest it.
MASQUERADER DISCIPLINES continued
A
t second level, you choose a discipline for your
Wind Missile
Cantrip
Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: Instantaneous
You hurl a sharp gust of wind at a creature or object within
range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 piercing damage.