Multiattack. Mask can make four attacks.
Without a Trace. Mask, after being caught while Invisible or Sneaking, may teleport up to 10 feet away to an unoccupied space.
Charming. Mask will attempt to charm a target, forcing them to preform a Wisdom Saving Throw with a DC of 15, doing this with an advantage if in combat with them. Upon failure of the Saving Throw, Mask charms the target and may politely request them to preform one action according to their personality. (ex: Chaotic Evil; punch a party member)
Dagger. Mask must roll a D20, with a DC of 12, along with meeting or beating the targets AC. Mask then preforms an attack with piercing or slashing damage, with 2D4 as the damage.
From The Sky. Mask will preform an Athletics and Acrobatics check, both with advantage, and both with a DC of 11. If this succeeds, Mask will jump high into the sky and drive two daggers down into a single targets head for 3D20+7 piercing damage. Upon Mask failing one of these checks, the damage is reduced to 2D20+5 piercing damage. If Mask fails both of these checks, the damage is, again, reduced; D20+2 piercing damage.
All Out Stabbing. Mask will roll D4, with the number rolled being the amount of targets he may select. (Targets may be selected more than once.) Once done, Mask will teleport up to 200 feet total that turn, in order to get behind each target in the order selected. Each taking 2D6+7 piercing damage, and then 2D4+7 slashing damage. Each target must then make a Constitution Saving Throw with a DC of 17 in order to avoid taking 2 turns of 2D6 bleed damage- This will hit anyone of an AC of 14 and below; to hit above, Mask must roll a D20 with a DC of 13 to hit the target.
Violent Parry. Mask, once every 5 minutes, may dodge any attack. If the attack is melee, Mask will grab the attacker by the arm and stab them, dealing the attackers roll for damage halved in piercing damage.
Mask can make 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the start of an enemy’s turn. Mask regains spent legendary actions at the start of his turn.
Misty Step. Briefly surrounded by silvery mist, Mask teleports up to 50 feet away to an unoccupied space that he can see.
Call Minion. Mask will use a bonus action to call in a minion. The type of minion is selected with a D4 dice roll. [1:Bandit] [2:Assassin] [3:Cultist] [4:Goblin] This can be done every 2 minutes.
Previous Versions
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8/17/2020 5:46:36 PM
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Coming Soon
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