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Masquerader

T
he sudden impact against the stone wall

causes his mind to race. Frantically reaching

for his belt, the elf unhooks one of his masks


and dons it. Small tongues of fire outline his
figure as the mask empowers and transforms
him. In a brief burst of fiery light, the elf that
stood before the pursuer appears inexplicably
changed. Arcane fire energy now streaks across its skin in an
intricate pattern, and he at once lets loose a firebolt from the
palm of his outstretched hand.
After being chased, and backed into a corner by a horde of
goblins, a gnome lifts what appears to be a homemade mask
to her face. Energy flows and sparks across her skin, down
from her head to her toes. In an instant she jumps onto the
high walls of the underground cathedral and runs across, out
of reach, to a hatch above.
Long ago, there was a race of beings called the Pharuns.
They were especially gifted with an ancient art of evoking
magic from the weave by channeling their emotion. Over time
as they became more well known, other creatures grew
jealous of the raw Pharunic power, and sought to take it for
themselves. Fearing that their power would tip the material
world out of balance and into destruction and chaos, the
Pharuns chose to hide their gifts and they traveled to another
dimension. Hoping that the world may one day be worthy of
their gifts, the Pharuns left behind the knowledge of their
craft to benevolent beings who they trusted to keep their
sacred arts secret from those undeserving.

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

one of the entrusted wizards? Did a metallic dragon or good Equipment


deity share this information with you? Did you simply figure
out this skill by intense meditation, and prodigy-skill? Was You start with the following equipment, in addition to the
the knowledge slipped to you by an unknown benefactor in equipment granted by your background:
disguise? Are you the mask’s successor? Did you steal the (a) two daggers or (b) light crossbow.
knowledge? Woodcarver’s tools and Potter’s tools
(a) a dungeoneer’s pack or (b) an explorer's pack
Class Features (a) simple weapon or (b) shortsword
Leather armor
As a Masquerader You gain the following class features
Hit Points
Hit Dice: 1d8 per Masquerader level
Hit Points at 1st Level: 8 + your Constitution Modifier
Spellcasting Ability Arcane Insight
Intelligence is your spellcasting ability for your Masquerader At 3rd level, you gain the ability to create another mask, and
spells, so you use your Intelligence modifier whenever a spell then again at 6th, 9th, 12th, 15th, 18th, and 20th for a total of
refers to your spellcasting ability. In addition, you use your 8 masks. To create a new mask, at least 2 hours of active
Intelligence modifier when setting the saving throw DC for a focus must be spent during a long rest on the mask’s
Masquerader Spell you cast and when making an attack roll creation. For each mask, you may pick one of 9 types of
with one. masks: Flame, Lightning, Earth, Wind, Water, Radiance, The
Spell save DC = 8 + your proficiency bonus + your Mind’s Eye, Necromancy, and Toxin. Each mask has its own
Intelligence modifier spell list, and you may also pick 1 cantrip and 1 spell for that
mask to know from its specific spell list.
Spell Attack modifier = your proficiency bonus + your
Intelligence modifier Ability score improvment
When you reach 4th levei, and again at 8th, 12th, 16th,
and
Masks 19th levei, you can increase one ability score of your
choice
At 1st level, you start with one Masquerader Mask of your by 2, or you can increase two ability scores of
your choice by
choice. You may pick any one cantrip and any one spell from 1. As normal, you can't increase an ability
score above 20
its given spell list to teach your mask. You may change only using this feature.
one cantrip or spell of any of these masks per a long rest. See
the Masquerader Chart above in order to determine what Bond of Life
level of spell you can choose. Donning the Mask bonds its life force to yours. When you
The mask is specifically attuned to its creator, and only first put on a mask, it temporarily raises your hit point value
activates when the mask and the face of its creator align, by 5. Each mask only lasts a maximum of 4 hours, and you
which can be done as a bonus action. Once a mask is created, may not use it again until after at least a short rest during
the energies of both mask and wearer are bonded as if of the which you must meditate for 30 minutes. You may also only
same life force; an extension of its wearer. As such, dispel use two Masks before you must take a short or long rest to
magic has no effect on the mask of a masquerader; however, gain more uses. However, at level 12, you may use 3 masks
any spells casted using the mask will be affected. before you must take rest to gain more uses. On a short rest
If the mask is stolen, the general direction is always known you gain one use, on a long rest you gain back all uses.
to the creator. If any other person other than its creator dons
the mask, the mask has no effect. However, if the mask’s Entity Persuasion
creator dies, and if it is found within 24 hours by another
masquerader, it may be passed down in succession. If a Depending on whether your character leans towards a good,
successor is not found, the magic in the mask leaves, and the neutral, or evil alignment, the emoticates will interact with
mask is left behind as its lifeless body. and amplify different aspects of its wearer.
It is possible to break a mask by targeting the mask while
it’s not on the wearer’s person. The mask breaks only if the If your character is of a good alignment, putting on a mask
damage done within one turn is equal to or greater than its will heal (an amount equal to the wearer’s Masquerader level)
wearer’s max hit points. If this happens, you may fix the mask hit point(s) of up to 2 creatures excluding the wearer, within a
within 24 hours during a short or long rest, or the magic will 5 foot radius, not exceeding their maximum hit points.
leave the mask. A new mask may be created during a long If your character is of a neutral alignment, putting on a
rest, with at least 2 hours of active focus on the mask’s mask will heal (an amount equal to 1 + the wearer’s
creation. Masquerader level) hit point(s) of the wearer, not exceeding
their maximum hit points.
Masquerader Discipline
At 2nd level, you choose a discipline that you devote time and If your character is of an evil alignment, putting on a mask
effort to hone: Disciple of Creatures, or Disciple of Mirrors, will cause (an amount equal to the wearer’s Masquerader
both detailed at the end of the class description. Your choice level) point(s) of psychic damage of up to 2 creatures
grants you features at levels 2, 6, 10, 14, and 18. excluding the wearer, within a 5 foot radius of the wearer.
Those within the 5 foot radius must make a wisdom save in
Blind Trust order to avoid the damage.
The bond with your mask gives you enhanced melee Expert Eye
capabilities. You are able to see what the mask sees and it
serves as a second set of eyes, aiding and protecting you in At 20th level, you become an unparalleled illusionist with a
battle. At 2nd level, you may add an extra 1d4 to the damage keen eye. Once on each of your turns, you can add your
of any successful attack roll above 20 after the modifier is Intelligence modifier to the attack roll or the damage roll of
added. These melee capabilities grow stronger in tandem an attack you make against an enemy you’ve successfully hit
with the strength of the bond between mask and wearer. Be at least once before. You can choose to use this feature before
sure to check the Masquerader Table for when you may use or after the roll, but before any effects of the roll are applied.
stronger dice.
Masquerader Masks and Spells

T
hese are the masks you may choose from,

along with the spells they cast. Mask of Water


You may only pick one cantrip and one spell This type of mask is typically associated with thoughts of
for each mask you choose. calm and serenity despite utter chaos. You gain resistance to

cold damage while wearing this mask.


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: Firebolt, Produce Flame, Create Bonfire Mask of Radiance


This type of mask is typically associated with thoughts that
Spells: Burning Hands (1st lvl), Flame Blade (2nd lvl), justice and peace will prevail. You gain resistance to radiant
Fireball (3rd lvl), Wall of Fire (4th lvl), Flame Strike (5th lvl) damage while wearing this mask.

Cantrips: Sacred Flame, Resistance, Light


Mask of Lightning
This type of mask is typically associated with the thoughts of Spells: Cure Wounds (1st lvl), Branding Smite (2nd lvl),
energeticness, and excitement. You gain resistance to Spirit Guardians (3rd lvl), Death Ward (4th lvl), Dawn (5th
lightning damage while wearing this mask. lvl).

Cantrips: Shocking Grasp, Thunderclap, Lightning Lure


Mask of Mind’s Eye
Spells: Thunderwave (1st lvl), Lightning Bolt (2nd lvl), This type of mask is typically associated with thoughts born
Shatter (3rd lvl), Storm Sphere (4th lvl), Destructive Wave of child-like curiosity and playfulness. You gain resistance to
(5th lvl). psychic damage while wearing this mask.

Cantrips: Minor Illusion, Thaumaturgy, Vicious Mockery


Mask of Earth
This type of mask is typically associated with thoughts of Spells: Disguise Self (1st lvl), Blur (2nd lvl), Hypnotic Pattern
stubborness, and a strong resolve. You gain resistance to (3rd lvl), Hallucinatory Terrain (4th lvl), Mislead (5th lvl).
bludgeoning damage while wearing this mask.

Cantrips: Magic Stone, Mold Earth, Stone Fist Mask of Necromancy


This type of mask is typically associated with thoughts of
Spells: Earth Tremor (1st lvl), Maximilian’s Earthen Grasp mourning, grief, and/or urges to restore the broken to
(2nd lvl), Erupting Earth (3th lvl), Stone Skin (4th lvl), redemption. You gain resistance to necrotic damage while
Boulder Toss (5th lvl) wearing this mask.

Cantrips: Chill Touch, Sapping Sting, Toll the Dead


Mask of Wind
This type of mask is typically associated with thoughts of Spells: False Life (1st lvl), Blindness/Deafness (2nd lvl),
freedom and courage despite attempts of control. You gain Speak with Dead (3rd lvl), Shadow of Moil (4th lvl), Raise
resistance to piercing damage while wearing this mask. Dead (5th lvl).

Cantrips: Gust, Wind Missile, Tiny Tempest


Mask of Toxin
Spells: Featherfall (1st lvl), Dust Devil (2nd lvl), Gaseous This type of mask is typically associated with feelings of
Form (3rd lvl), Hurricane of Pain (4th lvl), Steel Wind Strike apathy, and wanton carelessness. You gain resistance to acid
(5th lvl) 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

masquerader to follow and learn. Masqueraders


are masters at mimicry and illusion. In both Beast Facade
disciplines you must choose a favored mask Starting at 18th level, you gain the ability to cause others to
which will garner different abilities according to perceive you as any animal of your choosing. The animal
your discipline. There are two such disciplines must be no bigger than large, and is only a very convincing
to choose from: the Disciple of Creatures, and illusion, not a transformation. The effect wears off if you are
the Disciple of Mirrors. attacked, you yourself attack, or an investigation check of 17
or higher is made against you.
Disciple of Creatures:
Choosing this discipline grants abilities that mimic the nature
of life itself.
Illusory Appearance
At 2nd level you gain the ability to pass as a race of similar
stature to your own for 4 hours, but any creature rolling an
investigation check of 15 or higher discovers the illusion.
Friend not Foe
Starting at 6th level, you can seem more friendly and
trustworthy to a creature of your choice. You may choose to
gain an additional +3 on a persuasion roll of your choice. A
short or long rest must be completed in order to repeat this
action.
Ferocious Habit
At 10th level, when putting on your favored mask, you learn to
strike with the ferocity of a cornered animal. If there are
multiple opponents in a 5 ft radius you may make attacks
against two of them in one turn.
Creature Mimicry
Beginning at 14th level, you gain the ability to summon one of
the following until dismissed:
Feathered Wings
You sprout feathered wings from your
back, giving you a flying speed equal to your current speed.
You can create these wings as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless
the armor is made to accommodate them, and clothing not
made to accommodate them might be destroyed when you
manifest them.
Monkey’s Tail You sprout a monkey’s tail from your tailbone,
giving you advantage on athletics checks, and a bonus attack
action if you hold a weapon with it. You can create this tail as
a bonus action on your turn. The tail can grow around your
trousers as it is summoned, so there is no threat to your
clothing.

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

masquerader to follow and learn. Masqueraders


are masters at mimicry and illusion. In both Mirror Image
disciplines you must choose a favored mask Beginning at 18th level you can create a mirror image of
which will garner different abilities according to yourself that you can direct to act as a decoy or aid you in
your discipline. There are two such disciplines battle. Its armor class is the same as your own, but the
to choose from: the Disciple of Creatures, and damage it can inflict, and its total hit points are halved.
the Disciple of Mirrors. Summoning the image takes an action, and can only be done
once per short or long rest.
Disciple of Mirrors

Choosing the Disciple of Mirrors grants abilities of illusory


nature.
Honed Connection
At 2nd level, choose one of your masks to master the abilities
of. This mask will enhance your mobility when worn. At 6th
level, your speed increases by 5, improving again at 10th and
14th levels. At 16th level you may run on vertical surfaces
without any ability check, as long as you continue running.
Illusion Adept
Beginning at 2nd level you may cast the prestidigitation
cantrip without donning a mask. You also gain proficiency
with disguise kits.
Reflective Communication
Starting at 6th level, you gain the ability to create small
“looking glasses” or handheld mirrors that can be used as
both viewing and communication devices between yourself
and another player within 100 feet. The reflective materials
must be preselected. It takes 30 minutes to infuse objects
with the effect, and it lasts until dispelled from the objects, or
the object breaks.
Environmental Illusion
Starting at 10th level you can bewilder an opponent into
thinking that it is somewhere else. The world around it
seems to fade away, and your illusion replaces it. The
opponent must succeed on an intelligence saving throw equal
to your Spell Save DC on one of its turns in order to figure
out what has happened to it, and on a success the spell
dissipates.
Enchanted Mirrors
Starting at 14th level, you can prepare 2 mirrors about 2 feet
wide as small portals that you can pass objects, attacks, or
appendages through. These mirrors float around you or a
target of your choice within 60 feet. When a target is selected,
one of the mirrors floats around your target and the other
around you. When you melee attack the mirror closest to you,
the attack travels through the mirrors and attacks your target.
However, if your target attacks the mirror closest to them,
they simply damage the mirror. The mirrors are protected by
your magic, so they have an armor class equal to your own,
and a hit point value of 10. These mirrors only work with
melee attacks and thrown weapons.

Home Brew Spells


Stone Fist Hurricane of Pain
Cantrip 4th-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60ft/15ft
Components: S Components: V, S
Duration: 10 minutes Duration: Instantaneous
You plunge your hand into the earth, which envelopes it You create a strong swirl of wind that you can direct at a
entirely, and when you take your hand out, it is coated in solid creature or object within range. On a failed save, the target is
stone. On a successful unarmed strike with this fist of stone, lifted and spun around inside the tempest and takes 2d10
the creature being attacked takes 1d6 bludgeoning damage. bludgeoning damage, as well as pulls any creature within a
This spell only works if the character is standing on enough 20 foot radius 10 ft closer to its center. On a successful
earth or stone that they can stick their hand into. dexterity save it takes half as much damage, and is not pulled

into the center of the tempest.
This spell’s damage increases by 1d6 when you reach 5th This spell's damage increases by 1d10 when you reach
level (2d6), 11th level (3d6), and 17th level (4d6). 11th level (3d10), and 17th level (4d10).

Tiny Tempest Boulder Toss


Cantrip 5th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60/15 feet Range: 80ft
Components: V Components: S
Duration: Instantaneous Duration: Instantaneous
You create a strong swirl of wind that you can direct at a In a slam against the earth, a boulder rises in front of you
creature or object within range. On a failed save, the target is which you may direct by punching it in the direction of your
lifted and spun around inside the tempest and takes 1d4 choice. When launched the boulder’s path is 5 feet wide.
bludgeoning damage, as well as pulls any creature within a Upon impact the boulder does 3d8 damage. The boulder can
15 foot radius 5 ft closer to its center. On a successful save it hit up to three creatures before bursting apart. If a creature
takes half as much damage, and is not pulled into the center makes a successful dexterity saving throw, then it takes half
of the tempest. as much damage.

This cantrip's damage increases by 1d4 when you reach 5th


level (2d10), 11th level (3d10), and 17th level (4d10).

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.

This spell's damage increases by 1d10 when you reach 5th


level (2d10), 11th level (3d10), and 17th level (4d10).

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