FOR OBOJIMA
Tools of Performance
When you join the College of Masks at 3rd level, you gain the ability to weave arcane boons into theater masks, which grant abilities while you wear them. You craft two masks of your choice, which are detailed under the "Masks" section below. You're able to craft one additional mask of your choice when you reach 7th, 11th, and 15th level in this class. Each time you craft a new mask, you can also replace one mask you've already crafted with a different one.
While wearing a mask you gain the abilities granted by it. You can don or swap masks as an action or bonus action. If an ability from a mask requires a saving throw, the DC is equal to your bard spell save DC.
Copycat
Starting at 3rd level, you gain the ability to quickly shift your appearance to match that of a person. As an action, you can expend one use of Bardic Inspiration to cast the alter self spell, using the spell's Change Appearance option to transform into another humanoid you have seen. When cast in this way, the spell has the following changes:
- It doesn't require your concentration, but you can still end the spell at any time (no action required).
- You gain 5 temporary hit points, and the spell ends early if you lose all these hit points or die.
- You gain new equipment that you would associate with the target and are aware of it possessing, such as its clothing, armor, weapons, and other small belongings. Any equipment gained in this way has no magical properties, even if the original object used by the target would.
- Any equipment you were wearing or carrying merges into your new form, and you can't activate, use, wield, or otherwise benefit from any of it.
Alter Self: Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Many Masked Performance
At 6th level, you gain the ability to enthrall an audience with a dramatic performance. Over the course of 1 minute, you can engage in a captivating performance and attempt to cause nearby creatures to become charmed, frightened, or fall unconscious (your choice). Choose a number of creatures up to your bard level within 60 feet of you that can hear you. When the performance ends, each target must succeed on a Wisdom saving throw against your spell save DC or be subjected to the chosen condition.
Once you use this feature, you can’t use it again until you finish a long rest.
Gift of Theatre
At 14th level, you gain the ability to give one of your theater masks to an ally within 5 feet of you. As an action, you temporarily release the incantation that binds your theater mask to you, allowing one of your allies to use it. The mask can be used in this way for 1 minute, and only one other creature can be designated to use it. Once you've given an ally a theater mask, you can't do so again until you finish a short or long rest.
Masks
The masks are presented in alphabetical order:
Demon (5th Level Required). While wearing this mask you gain the abilities Arcane Memory and Demon Eye.
- Arcane Memory. While wearing this mask, you can use an action and expend a spell slot of 1st level or higher to magically learn whether a creature or object you specify has been within a 20-foot radius of your current location in the past 24 hours. If you expend a spell slot of 3rd level or higher, you get a brief vision of the creature or object while it was there, and you learn the exact time the creature or object was present.
- Demon Eye. As an action, you gain the ability to magically see through solid objects to a range of 15 feet. Your vision penetrates most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divine (11th Level Required). While wearing this mask you have a flying speed of 30 feet and resistance to necrotic damage.
Fish. While wearing this mask you gain a swimming speed equal to your walking speed and the ability to breathe underwater. Additionally, you know the bubble prison and water pistol spells.
Fox. While wearing this mask, you can move through a hostile creature's space, regardless of its size, and another creature's space isn't difficult terrain for you. Additionally, your AC increases by 1, and when you make a Dexterity saving throw, you can use your reaction to gain advantage on the roll.
Golem (5th Level Required). While wearing this mask, your weapon attacks deal an extra 1d8 damage on a hit. If you are Small, you don't have disadvantage on your attack rolls with weapons as a result of the heavy property. In addition, your attacks and spells deal double damage to objects and structures.
Old Man. While wearing this mask, you can cast detect magic and identify at will, without expending a spell slot or material components.
Protagonist. When you roll initiative while wearing this mask, you gain temporary hit points equal to half your bard level (rounded up). As a bonus action, you can mark a creature as your antagonist for 1 minute. For the duration, you have advantage on ability checks involving your antagonist. Additionally, when you see your antagonist make an attack, you can use your reaction and expend a use of your Bardic Inspiration, rolling a Bardic Inspiration die to reduce the attack roll by the number rolled on the die.
Sea Urchin. While wearing this mask, you can use a bonus action and expend a use of your Bardic Inspiration, rolling a Bardic Inspiration die to heal yourself for a number of hit points equal to the number rolled plus half your bard level (rounded up). Additionally, you can use an action to attempt to immobilize a creature you can see within 30 feet of you, injecting it with magical toxins. The target must succeed on a Constitution saving throw or become restrained for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Spirit (7th Level Required). While wearing this mask, you know the Speak with Dead spell. Additionally, you can expend a use of your Bardic Inspiration to temporarily move through the Spirit Realm. Whenever you would move, you instead step through the veil and into the Spirit Realm in the area where it overlaps with your current plane. You remain in the Spirit Realm until you stop moving or your turn ends. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take 1d10 force damage. While on the Spirit Realm, you can only affect and be affected by other creatures on that plane. Creatures that aren't in the Spirit Realm can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Spirit Realm, allowing you to move through objects you perceive on the plane you originated from. This effect lasts until the end of your turn.
Spirit (7th Level Required). While wearing this mask, you know the Speak with Dead spell. Additionally, you can expend a use of your Bardic Inspiration to temporarily move through the Spirit Realm. Whenever you would move, you instead step through the veil and into the Spirit Realm in the area where it overlaps with your current plane. You remain in the Spirit Realm until you stop moving or your turn ends. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take 1d10 force damage. While on the Spirit Realm, you can only affect and be affected by other creatures on that plane. Creatures that aren't in the Spirit Realm can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Spirit Realm, allowing you to move through objects you perceive on the plane you originated from. This effect lasts until the end of your turn.
You craft two masks of your choice, which are detailed under the "Masks" section. You're able to craft one additional mask of your choice when you reach 7th, 11th, and 15th level in this class. Each time you craft a new mask, you can also replace one mask you've already crafted with a different one.
While wearing a mask you gain the abilities granted by it. You can don or swap masks as an action or bonus action. If an ability from a mask requires a saving throw, the DC is equal to your bard spell save DC.
Demon
- Arcane Memory. While wearing this mask, you can use an action and expend a spell slot of 1st level or higher to magically learn whether a creature or object you specify has been within a 20-foot radius of your current location in the past 24 hours. If you expend a spell slot of 3rd level or higher, you get a brief vision of the creature or object while it was there, and you learn the exact time the creature or object was present.
- Demon Eye. As an action, you gain the ability to magically see through solid objects to a range of 15 feet. Your vision penetrates most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divine
While wearing this mask you have a flying speed of 30 feet and resistance to necrotic damage.
Fish
While wearing this mask you gain a swimming speed equal to your walking speed and the ability to breathe underwater. Additionally, you know the bubble prison and water pistol spells.
Fox
While wearing this mask, you can move through a hostile creature's space, regardless of its size, and another creature's space isn't difficult terrain for you. Additionally, your AC increases by 1, and when you make a Dexterity saving throw, you can use your reaction to gain advantage on the roll.
Golem
While wearing this mask, your weapon attacks deal an extra 1d8 damage on a hit. If you are Small, you don't have disadvantage on your attack rolls with weapons as a result of the heavy property. In addition, your attacks and spells deal double damage to objects and structures.
Old Man
While wearing this mask, you can cast detect magic and identify at will, without expending a spell slot or material components.
Protagonist
When you roll initiative while wearing this mask, you gain temporary hit points equal to half your bard level (rounded up). As a bonus action, you can mark a creature as your antagonist for 1 minute. For the duration, you have advantage on ability checks involving your antagonist. Additionally, when you see your antagonist make an attack, you can use your reaction and expend a use of your Bardic Inspiration, rolling a Bardic Inspiration die to reduce the attack roll by the number rolled on the die.
Sea Urchin
While wearing this mask, you can use a bonus action and expend a use of your Bardic Inspiration, rolling a Bardic Inspiration die to heal yourself for a number of hit points equal to the number rolled plus half your bard level (rounded up). Additionally, you can use an action to attempt to immobilize a creature you can see within 30 feet of you, injecting it with magical toxins. The target must succeed on a Constitution saving throw or become restrained for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Spirit
While wearing this mask, you know the Speak with Dead spell. Additionally, you can expend a use of your Bardic Inspiration to temporarily move through the Spirit Realm. Whenever you would move, you instead step through the veil and into the Spirit Realm in the area where it overlaps with your current plane. You remain in the Spirit Realm until you stop moving or your turn ends. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take 1d10 force damage. While on the Spirit Realm, you can only affect and be affected by other creatures on that plane. Creatures that aren't in the Spirit Realm can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Spirit Realm, allowing you to move through objects you perceive on the plane you originated from. This effect lasts until the end of your turn.
Stone
While wearing this mask, you gain proficiency in the Athletics skill, and all bludgeoning, piercing, and slashing damage you take from nonmagical attacks is reduced by 2. Additionally, you have advantage on ability checks and saving throws against being pushed, pulled, or knocked prone while wearing the mask.
Copycat
Starting at 3rd level, you gain the ability to quickly shift your appearance to match that of a person. As an action, you can expend one use of Bardic Inspiration to cast the alter self spell, using the spell's Change Appearance option to transform into another humanoid you have seen. When cast in this way, the spell has the following changes:
- It doesn't require your concentration, but you can still end the spell at any time (no action required).
- You gain 5 temporary hit points, and the spell ends early if you lose all these hit points or die.
- You gain new equipment that you would associate with the target and are aware of it possessing, such as its clothing, armor, weapons, and other small belongings. Any equipment gained in this way has no magical properties, even if the original object used by the target would.
- Any equipment you were wearing or carrying merges into your new form, and you can't activate, use, wield, or otherwise benefit from any of it.
At 6th level, you gain the ability to enthrall an audience with a dramatic performance. Over the course of 1 minute, you can engage in a captivating performance and attempt to cause nearby creatures to become charmed, frightened, or fall unconscious (your choice). Choose a number of creatures up to your bard level within 60 feet of you that can hear you. When the performance ends, each target must succeed on a Wisdom saving throw against your spell save DC or be subjected to the chosen condition.
Once you use this feature, you can’t use it again until you finish a long rest.
Gift of Theatre
At 14th level, you gain the ability to give one of your theater masks to an ally within 5 feet of you. As an action, you temporarily release the incantation that binds your theater mask to you, allowing one of your allies to use it. The mask can be used in this way for 1 minute, and only one other creature can be designated to use it. Once you've given an ally a theater mask, you can't do so again until you finish a short or long rest.
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