Base Class: Bard
Bards in the College of Masks (or Masters of Masks, as they
have come to be called) are virtuoso performers who practice
becoming the figure they portray, rather than merely imitating
them. Bards who practice in this college come to believe that
all life is performed, rather than lived, and that to become an
actor in this Great Play requires that one merely put on the
metaphorical mask of another.
Because each person wears a mask every day, a Master of
Masks carries with him a number of masks, each a potent
magical artifact of a specific archetypal character or creature
to allow them to better enter those roles.
Bonus Proficiencies
When you join the College of Masks at 3rd level, you gain
proficiency in Deception and Performance. If you are already
proficient in one of these skills you may instead gain skill
proficiency in another 1st level bard skill.
Performance Masks
Also at 3rd level, you learn to craft potent magical masks,
each of which allows you to take on a different persona and
gain some aspect of that archetypal character.
At 3rd level, you gain the ability to create Persona masks,
which are detailed in the "Persona Masks" section below,
creating two masks of your choice when you choose this
bardic college. Creating a mask requires 8 hours of work,
250 gp, and any items that give the actual mask magical
energies. Each mask gives examples of what items can be
used to imbue it with its magical properties. Ask your DM for
other items that can be used to create Persona Masks during
your campaign.
Wearing a Persona masks gives you additional abilities
determined by the mask you wear, and your alignment is
shielded by the alignment of the mask you wear. You may only
use masks created by yourself, and no one else (even another
Master of Masks) can benefit from a persona mask you
create. Doffing and donning a different mask uses a bonus
action.
Angel
The image of an androgynous face with eyes
serenely upturned to the heavens forms this mask, carved
from flawless alabaster. When you hit a creature with a melee
weapon attack, you can expend one spell slot to deal radiant
damage to the target, in addition to the weapon’s damage.
The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for
each spell level higher than 1st, to a maximum of 4d6.
Beginning at 6th level, you may expend a Bardic Inspiration
die as a bonus action to restore hit points to a creature you
touch by the amount rolled plus your Charisma modifier.
Your alignment appears to be lawful good while you are
wearing an Angel mask. An angel feather, holy water, or a
blessing from a priest of lawful good alignment can be used
to create an Angel mask.
Archmage
This mask of deep purple fluorite is sculpted in
the image of a heavily wrinkled old man. While wearing the
mask of the Archmage, you have the spells burning hands,
expeditious retreat, grease, and magic missile prepared in
addition to the spells you know. These spells don't count
against the amount of spells you know.
Beginning at 6th level, add scorching ray and gust of wind
to your spells known. In addition at 6th level, you can expend
a Bardic Inspiration die as a bonus action to increase the
save DC of a spell cast by you by half the amount rolled,
rounded down. You must finish a long rest before using this
ability again.
Your alignment appears to be chaotic good while you wear
the Archmage mask. A broken wand, chips of a crystal ball, or
torn pieces of a spell scroll or spellbook can be used to create
an Archmage mask.
Assassin
Hardened black leather and metal clasps create
the disturbing aspect of the assassin. While wearing this
mask, you gain the Rogue Sneak Attack class feature with
damage as a rogue of half of your bard level rounded up.
Beginning at 6th level, when you make a melee attack
against a creature who hasn't taken a turn in combat yet, you
can expend a Bardic Inspiration die as a bonus action to
increase your damage against that creature by the amount
rolled.
Your alignment appears to be lawful evil while you wear an
Assassin mask. A vial of poison, blood of someone that was
killed within the past 7 days, and a dagger used to kill an
innocent can be used to create an Assassin mask.
Beast
Bright, flaking warpaint streaks this battered
wooden image of a snarling, fang-toothed wild man. While
wearing this mask, you can choose to gain advantage on
melee weapon attacks you make on your turn, but creatures
have advantage on attack rolls until your next turn.
In addition beginning at 6th level, when you score a critical
hit with a melee weapon attack you can expend a Bardic
Inspiration and add it to your damage dice roll.
Your alignment appears to be unaligned while wearing a
Beast mask. An animal totem of a barbarian tribe, the heart
of a beast, or a fresh animal pelt can be used to create a
Beast mask.
Demon
This obsidian mask bears the visage of a darkly
handsome fiend. Small, black horns adorn the demon's
forehead, and its black ears rise to points. You have resistance
to fire and cold damage while you are wearing this mask.
At 6th level, you can glare at a single target when they make
an attack against you and expend a Bardic Inspiration die as
a reaction. The target must make a Wisdom saving throw
against your Spell save DC or become frightened of you for
the duration of their turn, failing its attack roll against you.
Your alignment appears to be chaotic evil while wearing a
Demon mask. A burned holy text, a piece of desecrated
ground, or a holy symbol that has been corrupted can be used
to create a Demon mask.
Dragon
This mask of vibrant colors or precious metals
and scintillating gemstones forms the terrible visage of a
snarling wyrm of a chromatic or metallic dragon determined
when you create this mask. While you wear this mask, you
can use your action to exhale destructive energy. Each
creature in a 15-foot cone must make Dexterity saving throw.
A creature takes 2d6 damage of the dragon's type on a failed
save, and half as much damage on a successful one. On your
next turn, roll a d6. On a result of 5 or 6, you regain the use of
this feature at the start of your next turn.
Beginning at 6th level, you may expend a Bardic Inspiration
die as a bonus action to gain resistance to an energy type of
your choice (acid, cold, fire, lightning, poison, or thunder) for a
number of rounds equal to the amount rolled.
Your alignment appears to be neutral evil while you wear a
Dragon mask. Scales of a true dragon, a dragon tooth, or a
piece from their lair can be used to make a Dragon mask.
Elemental
This clay mask depicts one of the four primal elements. When wearing this mask you can gain the following benefits:
Air - You can hold your breath indefinitely while not incapacitated and you know the spell Levitate.
Earth - You can move across difficult terrain made of earth or stone without expending additional movement and you know the spell Pass Without Trace.
Fire - You are resistant to fire damage and you know the spell Burning Hands.
Water - You may choose when you make the mask to give you resistance to acid damage or allow you to breathe air and/or water you know the spell Create or Destroy Water.
At sixth level you gain the following benefits:
You may expend a Bardic Inspiration to cast Elemental Weapon without expending a spell slot. You can use two uses of Bardic Inspiration to up-cast the spell.
Your alignment is True Neutral while wearing this mask. Items that can represent the primal elements can be used to make this mask.
Faceless
Only a pair of empty eyeholes break this
otherwise featureless oval, porcelain mask. While you wear
this mask, you have advantage on all saving throws against
spells.
Beginning at 6th level, you can spend a Bardic Inspiration
die as a bonus action to gain advantage on Stealth checks for
a number of rounds equal to the result rolled.
Your alignment appears to be true neutral while you are
wearing a Faceless mask. Pages of a blank tome, broken
pieces of a tombstone that wasn't named, or wilting flowers
found in field of blooming ones can be used to create a
Faceless mask.
Gladiator
Gladiator This wyvern-hide mask is shaped like the face of
a grim warrior. Scars cover its surface, and silver chain mail
rings surround its outer edge. While you wear this mask, you
have proficiency with martial weapons and deal additional
damage equal to half of your bard level (rounded up)
Beginning at 6th level, when you make a melee weapon
attack, you can expend a Bardic Inspiration die as a bonus
action to increase your attack roll by the amount rolled.
Your alignment appears to be chaotic neutral while you
wear a Gladiator mask. Sands of a fighting pit, remnants of a
martial weapon, or broken chains of a slave can be used to
create a Gladiator mask.
High Priest
This mask of rose porphyry has a wide mouth
open in song, but instead of eyes it has slits twisted into
runes, which somehow do not restrict your vision. While
wearing this mask, you have the spells bless, detect evil and
good, healing word, and shield of faith prepared in addition to
the spells you know. These spells don't count against the
amount of spells you know.
Beginning at 6th level, add aid and zone of truth to your
spells known. In addition at 6th level, you can expend a
Bardic Inspiration die as a bonus action to increase the save
DC of a spell cast by you by half the amount rolled, rounded
down. You must finish a long rest before using this ability
again.
Your alignment appears to be neutral good while you wear
a High Priest mask. A holy text, ceremonial robes of a cleric
or priest, or a holy symbol can be used to create a High Priest
mask.
Monk
This smoothly sanded wooden mask depicts the
stern face of a bald man. While wearing this mask you gain
the Monk Martial Arts class feature, and your unarmed
strikes use the Martial Arts dice of a monk equal to your bard
level.
Beginning at 6th level, you may roll a Bardic Inspiration die
as a bonus action to cast feather fall targeted only on yourself
for a number of rounds equal to the amount rolled.
You alignment appears to be lawful neutral while you wear
a Monk mask. Combat wraps from a monastery, the shaved
hair from a wise man, or a mundane drinking bowl used by
monks can be used to create a Monk mask.
Spirit
This Opaque mask made of blown glass has fog that swirls within. While wearing this mask you can add the Toll the Dead cantrip and the Blur spell to your list of spells known. At sixth level you may use a bardic inspiration to become incorporeal for up to a minute. If you do so moving through creatures or objects count as difficult terrain. If you end your turn inside an object you take 1d10 force damage. Your alignment is Chaotic Neutral while wearing this mask. Any object significant to an apparition tying it to the material plane, the finger of a corpse, or a suicide note can be used to make this mask.
Vampyre
This beautiful pale mask depicts a face with teeth that shine in a gruesome smile. While wearing this mask when you roll a Persuasion check you may add your proficiency again. At sixth level you may use a bardic inspiration die to change into a bat or small fog cloud that has a flying speed of 30 ft. and 10 hp up to a duration of one hour. If your hp is depleted you revert to your original form. Your alignment appears to be Lawful Evil while wearing this mask. The teeth of a vampire, blood of an innocent, or grave dirt can be used to make this mask.
Hidden Masquerade
At 6th level, you wear a mask, even when others cannot see it.
You may make a mask you wear become invisible, or return
an invisible mask to visibility, as a bonus action.
Master of Masks
At 14th level, you have become a master of assuming the
archetypes contained within the masks, and may wear two
masks simultaneously, gaining the benefits of each.
If your masks disagree for how your alignment appears, for
each alignment axis (good/evil or lawful/chaotic), your
alignment appears neutral.
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