Fighter
Base Class: Fighter

These Fighters enhance theyr skill by using magical masks. Maybe they are holy relics you where given by the tempel you have sworn to protect, you may have made a deal with a hag who gave you these conspicues cursed items, or you may have found the knowledge to create arcane masks in an old tome. The ways in which these masks come to be are as numerous as the mysteries they carry.

Additional Knowledge

You gain proficiency with Woodcarver’s Tools, Painter’s Supplies and the Arcana skill.

Magic Masks

You can create special masks and imbue them with magic. You create two of the masks listed below for which you meet the requirements. Whenever you level up, you can replace one of your masks with another mask for which you meet the requirements. You can craft one additional mask, for which you meet the requirements, when you reach the levels 7, 10, 15 and 18 in this class.

When you loose one of your masks or a mask gets damadged, you can replace this mask while you make a long rest. When you do so, the old mask looses its magic properties.

You can don a mask as a bonusaktion to activate its power. The effect ends when you doff the mask as a bonusaktion of if you die. You can never have more than one of your masks activated at the same time. The if a level requirement is named next to a mask, it relates to your level in fighter. When a creature other than you dons one of your masks, the effect of the mask is not activated. When the effect of a mask requires a saving throw, the DC equals 8 + your proficiency bonus + your constitution score modifikator.

The masks are listed further below in the Masks section.

Maskadept

You have learned to use the magic impulse, which is pulses through you when you activate one of your masks, to protect yourself. When you don a mask, you can give yourself temporary hitpoints equal to twice you level.

You can use this feature a number of times equal to your constitution modifier and regain all uses when you finish a long rest.

One with the mask

You have merged with your masks so much, that you gain additional benefits:

  • Your masks can not be removed against your will while you are wearing them.
  • You are immune against all spells and effects that would alter your form against your will.
  • When you use your feature Maskadept, you can choose a maximum number of creatures equal to your constitution modifier (minimal maximum of one creature), which are within 60 feet of you. These creatures gain temporary hitpoints equal to your level.

Mask of Mutation

You gain a special mask, which does not count against your maximum number of masks and which can not be replaced by another mask. The other rules which apply to your masks also apply to this mask.

When you don this mask, choose two of your masks. The effects of these masks are activated at the same time, but they only last a minute, until you doff the mask of die. While the effects are active, the Mask of Mutation takes a form that looks like a combination of the masks you activated and you body shows special transformations to represent the effects. Maybe you sprout the wings of a flying fish when you combine the effects of the mask of wind and the mask of water or your body could grow a hard but streamlined skin when you combine the mask of stone and the mask of speed.

When you use a feature of one of the masks you combined, which has limited uses, these uses are expended as normal.

One you used the Mask of Mutations once, you have to complete a long rest before you can use in again.

Master of Masks

You have fully mastered the usage of your masks and gain additional benefits:

  • Doffing a mask does not require a bonusaktion any more.
  • If none of your masks has uses of their features left when you are rolling initiative, you can regain a number of uses of these features equal to your constitution modifier (minimum of one use).

Masks

The masks are listed here in alphabetic order.

Mask of Life (Level 7)

While you are wearing this mask, you are proficient with the Medicine skill. You also have acces to a pool of d6 equal to your proficiency bonus + your constitution mosifier. 

You can expend any number of these dice as and action and roll them to restore hitpoints equal to the amount rolled to a creature of your choice within 30 feet that you can see.

Starting at level 10, you can expend two of these dice to cast the spell Lesser Resurrection.

At level 15, you can expend 4 dice and choose up to six creatures within 60 feet of you. Every chosen creature regains hitpoints equal 3d8 + your constitution modifier (minimum of +1).

You regain all expendet dice when you finish a long rest.

Mask of Mind

While you are wearing this mask, you have advantage on savingthrows against the conditions charmed and frightened.

When you reach level 7, you are proficient with wisdom savingthrows.

Starting at level 10, you are resistent to psychic damage.

At level 15, you are immun to the conditions charmed and frightened.

Mask of Mysteries

While you are wearing this mask, you are proficient with the intimidation check. Additionally you know the Thaumaturgy cantrip and you can choose form an expended list of effects when casting it:

  • You change the appearance of your mask for one minute.
  • Harmless smoke rises from your mask for one minute.

The normal rules for this cantrip apply to this effects.

You can also cast the the spell Hex at level 1 once. You regain the ability to do so when you finish a long rest. The spell ends early when you doff the mask.

When you reach level 7, Hex is cast at level 3 instead and the spell doesn't end early when you doff the mask, but the spell has no effect while you are not wearing the mask. 

Starting at level 10, Hex is cast at level 5 instead and the damage of the spell increases to 2d6.

At level 15, the damage of Hex increases to 3d6.

Mask of Poison (Level 7)

While you are wearing this mask, you are resistent to poison damage and you have advantage on savingthrows against poisons. Norover you have the ability Venomous Wave.

At level 15, you are immun to poison damage and the poisoned condition.

Venomous Wave. You can use an action and choose up to a number of creatures equal to your constitution modifier (minimum of one creature) within 20 feet and force them to make a constitution savingthrow. If a creature failes the save, it is poisoned until the end of its next turn. 

When you reach level 10, a creature which fails its savingthrow takes 1d10 poison damage and the range increases by 10 feet. The damage increases to 2d10 at level 15.

You can use this feature a number of times equal to your proficiency bonus and regain all expendet uses when you complete a long rest.

Mask of Revenge

While you are wearing this mask, you can retaliate against the people who hurt you. When a creature within 20 feet of you, that you can see, deals damage to you, you can use your reaktion to force them to make a constitution saving throw. The creature takes 2d6 necrotic damage or half as much on a successful saving throw.

When you reach level 7, the range of this ability increases by 10 feet and the damage is now 3d6. You can also use this feature against a creature, that hurt a creature with wich you are allignt, as long as they are both within range.

Starting at level 10, the range increases by another 10 feet.

At level 15, the damage increases to 4d6.

Mask of Senses

While you are wearing this mask, you are proficient with the skills Perception and Investigation. Additionaly you gain darkvision in a radius of 120 feet, so you treat darkness in this range as dim light and dim light as bright light, but you can only see in shades of gray.

When you reach level 7, you gain blindsight in a radius of 30 feet. You can also cast the Detect Magic spell once from this mask. Once you done so, you have to finish a long rest in order to do this again.

Starting at level 10, you can see throgh magical darkness darkvision as if it were normal darkness and your proficiency bonus is doubled when you roll wisdom (Perception) and intelligence (Investigation) checks.

At level 15, your darkvision increases to 180 feet and your blindsight to 30 feet.

Mask of Speed

While you are wearing this mask, your movement speed and jump distance are inceased by 10 feet.

When you reach level 7, you are proficient with initiative and dexterity saving throws, while wearing this mask.

Starting at level 10, opportunity attacks against you are made with disadvantage and you can take the dash action as a bonusaction.

At level 15, your movement speed and jump distance are inceased again by 10 feet.

Mask of Stone

While you are wearing this mask, you are proficient with the Athletics skill. Aditionally every non magical bludgening, piercing and slashing damage is reduced by your constitution modifier (minumum of -1) up to a minimum of 1.

When you reach level 7, you gain a bonus of +1 to your AC.

Starting at level 10, you are resistent to non magical bludgening, piercing and slashing damage. 

At level 15, the bonus to your AC increases to +2.

Mask of Visage

While you are wearing this mask, you can cast the spell Disguise Self at will. You are also proficient with the persuasion and the deception skill.

When you reach level 7, you gain the ability Horrifying Visage, which is detailed further below.

Starting at level 10, the changing of your body through the masks Disguise Self is not longer an illusion but a transmutation like the Change Appearance aspect of the spell Alter self. Your cloths and gear are still effected by the illusion.

Horrifying Visage. You can use an action and choose a creature within 30 feet, which can see you. The creature has to make a wisdom saving throw or be frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.

The reach of this ability increases by 10 feet when you reach level 10 and a creature which failed the saving throw takes 1d10 psychic damage. This damage increases by 1d10 at level 15 and the reach increases by 10 feet a second time.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Mask of Water

While you are wearing this mask, you gain a swimming speed equal to 30 feet and you can breath underwater.

When you reach level 7 you gain the feature Hurling Wave.

Hurling Wave. You can use an action to choose a creature within 10 feet and force it to make a strenth savingthrow. The creature takes 1d8 bludgening damage and is either pushed back 10 feet away from you or knocked prone (your choice), if the creature is large or smaller. If the creature succeds on the saving throw, it takes the damage but is neither pushed nor knocked prone.

At level 10, the range increases by 10 feet and the damage increases to 2d8.

Once you have reached level 15, the damage increases to 3d8 and you can choose to push the creature and knock it prone at the same time.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Mask of Wind (Level 7)

While you are wearing this mask, you gain a flying speed of 30 feet. You also know the Gust cantrip.

Starting at level 10, you can cast the Thunderwave spell once and regain the ability to do so when you finish a long rest.

At level 15, you cast Thunderwave at level 2 and you gain the ability to hover.

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