Base Class: Barbarian
Tales are told of masked monstrous behemoths in battle that shift their visage in the midst of combat, changing their abilities. Tales are also told of berserkers that seek serenity in the quiet art of woodcarving.
Both of these stories are true, of the same individuals at that. Those that walk the Path of the Mask Maker are a rare, but interesting bunch, people that more than anything, seek belonging and to truly find out who they really are. They don’t want their life to be defined by anger and rage, and instead take a more artistic approach, experts at carving masks and painting them alike.
These barbarians are often found in circuses or in company of the fey, eccentric artists that also aren’t afraid to use the primal magic imbued into their art, to fight when the time is right. All to, after the fact, sit quietly in a stand and sell their beloved craftsmanship.
Tools of the Maskmaker
Beginning when you choose this path at 3rd level, you gain proficiency with the disguise kit. In addition, you gain proficiency with woodcarver's tools and painter’s supplies, and choose one of those two: your proficiency bonus is doubled for all ability checks made with the chosen tool.
Finally, whenever you make a check related to those tools, you gain a bonus to the roll equal to your Rage damage bonus, and may expend a use of your Rage feature, to gain advantage on it.
Otherwordly Masks
Also at 3rd level, you learn how to craft masks and imbue them with magic. The masks can have any appearance of your choice, and work with your DM to determine where their magic comes from.
You learn how to make 2 masks from the Otherwordly Masks list. You learn how to make additional masks when you gain certain levels in this class, as shown in the mask table below. Whenever you gain a level in this class, you may swap out one of the masks you know how to make for another that you could gain at that level. You choose the physical appearance of these masks, and many of these masks require you to roll a die, your Mask Die.
You may spend 10 minutes crafting a mask you know how to make, and may do so as part of taking a short or long rest. Whenever you craft two masks of the same type, the mask you crafted first turns to dust. These masks only effect you, on any other creature they are normal masks. If a mask requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Constitution modifier.
You can don or doff a mask when you enter a rage or as a bonus action on your turn.
Some of your masks use your Mask die, which is a d6 and increases in size when you reach certain levels in this class, as shown in the mask table.
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Mask Table |
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Barbarian Level |
Masks Known |
Mask Die |
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3 |
2 |
1d4 |
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6 |
3 |
1d6 |
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10 |
4 |
1d8 |
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14 |
5 |
1d12 |
Mask of Death
As long as you are wearing this mask, you add your Mask die to Death saving throws you make.
Additionally, whenever a hostile creature you can see within 15 feet of you is reduced to 0 hit points while you are raging and wearing this mask, you gain temporary hit points equal to three rolls of your Mask die until your rage ends.
Mask of Light
As long as you are wearing this mask, your mask sheds dim light in a 15 foot radius around you.
Additionally, while you are raging and wearing this mask, the light created by it becomes bright light and it sheds dim light for an additional 15 feet. Whenever a creature you can see illuminated by the bright light from this mask is dealt damage by another creature, as a reaction you can cause the target to take extra radiant damage equal to two rolls of your Mask die.
Mask of Shadows
As long as you are wearing this mask, you add your Mask die to Dexterity (Stealth) checks you make and you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
While you are raging and wearing this mask, you can take the Disengage and Hide actions as a bonus action.
Mask of the Avenger
As long as you are wearing this mask, you add your Mask die to saving throws you make against being frightened.
Additionally, when you enter into a rage while wearing this mask and at the start of each of your turns while raging, you can choose a creature you can see within 90 feet of you. The next time you hit the chosen creature with a weapon attack before the end of your turn, the attack deals additional damage equal to one roll of your Mask die. Whenever you deal damage to a creature this way, it has disadvantage on any attack rolls it makes that don't target you until the start of your next turn.
Mask of the Guardian
As long as you are wearing this mask, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Additionally, while you are raging and wearing this mask, as a bonus action you can choose a creature you can see within 30 feet of you. That creature gains temporary hit points equal to one roll of your Mask die until your rage ends.
Mask of the Plague
As long as you are wearing this mask, you add your Mask die to saving throws you make against being poisoned, and you have resistance to poison damage.
While you are raging and wearing this mask, the first creature you hit on each of your turns with a weapon attack takes extra poison damage equal to one roll of your Mask die and must succeed on a Constitution saving throw or be poisoned until the start of your next turn.
Mask of the Titan
As long as you are wearing this mask, your carrying capacity (including maximum load and maximum lift) is doubled, and you add your Mask die to Strength(Athletics) checks you make.
Additionally, while you are raging and wearing this mask, the first time you hit a creature with a weapon attack on each of your turns, the attack deals additional damage equal to one roll of your Mask die and the creature must succeed on a Strength saving throw or be knocked prone.
Mask of the Trickster
As long as you are wearing this mask, you add your Mask die to Charisma (Deception) checks you make and Wisdom (Insight) checks made against you have disadvantage.
Additionally, when you are raging and wearing this mask, as a bonus action you can choose a creature you can see within 60 feet of you. The chosen creature must succeed on a Wisdom saving throw, or take psychic damage equal to two rolls of your Mask die and be unable to move towards you until the start of your next turn.
Masked Bolstering
Starting at 6th level, your talents become heightened. Whenever you fail an ability check or saving throw that you are proficient in while wearing a mask, you can roll your Mask die and add the result to check, potentially causing it to succeed. You can only add your Mask die once per ability check or saving throw; and you can use this feature once, regaining the ability to do it again when you finish a short or long rest, or by expending a use of your Rage feature.
Additionally, you have advantage on saving throws against being charmed or frightened, and to end those conditions on you, as long as you're wearing one of your masks.
Veiled Rage
At 10th level, your masks empower you further. As long as you are wearing a mask, you gain the following benefits:
- Whenever you roll a critical hit on an attack, the attack deals additional damage equal to your Mask die.
- Whenever you roll a critical hit on an attack or ability check, you may choose a creature you can see within 30 feet of you. They become charmed by you until the end of your next turn, and their speed is reduced by half.
- If a creature attempts to cause the charmed or frightened conditions on you, as long as you can see them and you succeeded on the saving throw, you may use your reaction to deal psychic damage equal to twice your barbarian level to them, and cause them to become affected by that condition by you for 1 minute.
Of a Thousand Faces
By the time you’ve reached 14th level, your masks are at their most powerful. Whenever you don a mask, you gain the following benefits of your choice for as long as you are wearing that mask:
- Whenever you roll a 3 or lower on a mask die, the result becomes a 4.
- You gain resistance to one damage type of your choice between acid, cold, fire, lightning and thunder damage.
- If a creature attempts to cause the stunned, paralyzed, poisoned or restrained conditions on you, you may use your reaction to expend a use of your Rage and gain advantage on the saving throw. If you succeed, as long as you can see the creature, you may also deal psychic damage equal to twice your barbarian level to them, and cause them to become affected by that same condition for 1 minute.
Previous Versions
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2/1/2024 1:10:23 AM
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