Base Class: Bard
Level 3 – Mask Crafting
You learn how to sculpt and magically infuse masks inspired by mythical creatures or powerful concepts. You start with three masks of your choice from the list below. You learn how to create one additional mask at every even bard level.
Crafting a mask takes 1 hour and can be done during a short or long rest.
You can equip a mask as a bonus action.
You can benefit from only one mask at a time (two starting at level 14).
Level 3 – Scene Change
You can expend one use of your Bardic Inspiration to instantly switch masks as a bonus action.
Level 6 – Mask Aura
While a mask is equipped, allies within 3 meters (10 feet) gain a +1 bonus to attack rolls and saving throws.
Level 6 – Memories of the Masks
Whenever you cast a bard spell of 1st level or higher, you may adopt a memory stance. You can adopt only one stance per turn.
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Memory Stance: The spell requires no verbal components.
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Echo Stance: Gain +2 to your next roll (attack, saving throw, or ability check) before the end of your next turn.
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Raised Mask Stance: You have advantage on all Charisma checks until the start of your next turn. Enemies have disadvantage on checks to ignore you.
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Held Breath Stance: If you do not move this turn, you gain resistance to all damage until the start of your next turn.
Level 14 – Methodical Actor
You can benefit from the effects of two masks at the same time. The second mask must be declared when equipping. Removing the primary mask ends the effects of both.
Level 14 – Mirror Inspiration
When you grant Bardic Inspiration to an ally, they also gain an effect depending on the mask you are wearing.
List of Masks
Monkey Mask
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Lv 3: Gain a climbing speed equal to your walking speed.
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Lv 6: You can climb without provoking opportunity attacks.
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Lv 10: You ignore vertical difficult terrain.
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Lv 14: Advantage on initiative rolls while on a wall or elevated surface.
Mirror Inspiration: The inspired ally gains a climbing speed equal to their walking speed for 1 minute.
Beholder Mask
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Lv 3: You learn Dispel Magic.
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Lv 6: This spell no longer requires material components.
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Lv 10: You can cast it once per short rest without expending a spell slot.
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Lv 14: When you dispel an effect, you may immediately cast Detect Magic for free.
Mirror Inspiration: The ally can cast Detect Magic once for free within 1 minute.
Celestial Mask
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Lv 3: You learn Healing Spirit.
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Lv 6: Your healing spells restore additional HP equal to your Charisma modifier.
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Lv 10: Once per long rest, your healing spells restore the maximum possible amount.
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Lv 14: Allies within 3 m regain 1d6 HP at the start of their turn if below 50% HP.
Mirror Inspiration: The ally immediately regains 1d6 HP, and the next healing spell they receive restores the maximum possible amount.
Centaur Mask
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Lv 3: Your walking speed becomes 12 m (40 ft).
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Lv 6: You ignore non-magical difficult terrain.
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Lv 10: After moving at least 6 m in a straight line and hitting a creature, it must succeed on a Strength save (DC = 8 + proficiency + Str/Cha) or be knocked prone.
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Lv 14: After moving at least 6 m, your first attack or spell deals +2d6 damage.
Mirror Inspiration: The ally ignores difficult terrain and gains +2d6 damage on their first attack or spell within 1 minute.
Devil Mask
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Lv 3: You learn Cause Fear.
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Lv 6: Creatures frightened by you have disadvantage on attacks against other targets.
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Lv 10: Once per short rest, you may cast Cause Fear at 3rd level without a spell slot.
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Lv 14: Enemies within 3 m have disadvantage on saves against fear effects.
Mirror Inspiration: The ally frightens the target of their next successful attack (Wisdom save vs your spell DC).
Doppelganger Mask
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Lv 3: You learn Disguise Self.
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Lv 6: Advantage on Deception and Disguise checks.
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Lv 10: You can change appearance without concentration for 10 minutes.
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Lv 14: You perfectly mimic the voice, magical aura, and posture of a humanoid.
Mirror Inspiration: The ally gains advantage on Deception and Disguise checks for 1 minute.
Drow Mask
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Lv 3: Darkvision 36 m (120 ft).
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Lv 6: Advantage on Perception checks in darkness.
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Lv 10: Immunity to temporary magical blindness.
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Lv 14: Ignore all disadvantage from dim light.
Mirror Inspiration: The ally can see through magical darkness for 1 minute.
Dryad Mask
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Lv 3: You can speak with plants and beasts.
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Lv 6: You can cast Charm Person once per short rest on plants or beasts.
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Lv 10: Beasts and plants consider you friendly.
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Lv 14: You can create a temporary plant shelter (3 m dome) as an action.
Mirror Inspiration: The ally can cast Calm Emotions on a beast or plant within 9 m without a spell slot.
Elemental Mask
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Lv 3: Resistance to a chosen damage type (fire, cold, lightning, acid, poison).
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Lv 6: +1 AC against that damage type.
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Lv 10: Once per short rest, immunity to that damage type for 1 turn.
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Lv 14: When you take that damage, half is reflected (reaction).
Mirror Inspiration: The ally gains resistance to the chosen type for 1 minute.
Ghost Mask
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Lv 3: Create an illusion of yourself, giving attackers disadvantage.
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Lv 6: You can trigger the illusion as a reaction.
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Lv 10: You can teleport 3 m when the illusion is broken.
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Lv 14: Your movement does not provoke opportunity attacks for 1 turn.
Mirror Inspiration: The ally can teleport 3 m once as a bonus action within the minute.
Griffon Mask
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Lv 3: Flight 18 m (60 ft) for 1 hour (once per day).
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Lv 6: You can glide to avoid fall damage.
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Lv 10: +1 to initiative.
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Lv 14: You can carry a willing Medium creature while flying.
Mirror Inspiration: The ally can move 3 m as a reaction without provoking opportunity attacks.
Kraken Mask
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Lv 3: Water breathing and swim speed 9 m.
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Lv 6: Communicate with aquatic creatures.
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Lv 10: Swim speed equals walking speed.
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Lv 14: Create a water current that pushes nearby enemies (Strength save, once per rest).
Mirror Inspiration: The ally gains water breathing and a swim speed equal to walking speed for 1 minute.
Flayer Mask
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Lv 3: You learn Dominate Beast.
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Lv 6: Advantage on concentration checks for domination spells.
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Lv 10: You may dominate an additional target if it is a beast.
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Lv 14: A dominated creature that resists takes 1d6 psychic damage.
Mirror Inspiration: The ally’s next magical attack deals +1d6 psychic damage.
Faerie Mask
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Lv 3: Invisibility once per rest.
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Lv 6: You may make an ally invisible instead.
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Lv 10: Invisibility lasts up to 1 minute or until attacking/casting.
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Lv 14: Invisibility as a bonus action (once per combat).
Mirror Inspiration: The ally becomes invisible for 1 turn or until attacking/casting.
Stone Mask
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Lv 3: You gain a Stealth bonus equal to your Charisma modifier.
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Lv 6: You have advantage on Stealth checks while you remain motionless.
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Lv 10: You can meld into natural stone (similar to Sanctuary).
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Lv 14: You ignore natural difficult terrain.
Mirror Inspiration: The inspired ally has advantage on their next Stealth check, and if they remain motionless, they are nearly invisible for 1 turn.
Treant Mask
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Lv 3: You ignore non-magical difficult terrain.
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Lv 6: You create difficult terrain in a 3 m radius around you for 1 minute.
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Lv 10: Your area spells do not affect your allies within this difficult terrain.
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Lv 14: Allies within this terrain gain +1 AC.
Mirror Inspiration: The inspired ally gains +1 AC and does not provoke opportunity attacks for 1 minute.
Mirror Mask (Vitality)
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Lv 3: Resistance to necrotic damage.
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Lv 6: When you drop to 0 HP, you remain at 1 HP instead (once per day).
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Lv 10: You regain 1d6 HP when you kill a creature (once per turn).
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Lv 14: Immunity to the poisoned condition and disease.
Mirror Inspiration: The ally gains resistance to necrotic damage and can reroll one saving throw against poison.
Mirror Mask (Reflex)
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Lv 3: When you are targeted by an attack, you may use your reaction to impose disadvantage on that attack roll (once per short rest).
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Lv 6: When an attack fails due to this effect, the attacker takes 1d6 psychic damage.
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Lv 10: You can use the level 3 reaction a number of times equal to your Charisma modifier (minimum 1) between long rests.
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Lv 14: When you use this reaction against a spell, you gain +2 AC against spell attacks until the end of your next turn.
Mirror Inspiration: The inspired ally gains +2 AC against spells until the start of their next turn.
Jailer Mask
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Lv 3: The first successful attack you make against a creature each turn gives it disadvantage on attack rolls until the end of its next turn.
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Lv 6: Affected creatures cannot use reactions while under this effect.
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Lv 10: The effect lasts 2 turns instead of 1.
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Lv 14: You can apply the effect to two targets per turn (one per attack).
Mirror Inspiration: The ally’s next successful attack gives the target disadvantage on all rolls until the end of its turn.
Herald Mask
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Lv 3: Allies within 3 m gain +1 to initiative and +1 to spell attack rolls.
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Lv 6: Your Bardic Inspirations also grant +2 damage to the target’s next offensive spell (until their next turn).
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Lv 10: Allies within 6 m are immune to the frightened condition.
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Lv 14 – Heraldic Crescendo: Bonus action, once per short rest. All allies within 9 m gain temporary HP equal to (your bard level + your Charisma modifier), and their next attack deals +1d6 radiant damage before the end of your next turn.
Mirror Inspiration: The inspired ally gains +2 to all rolls (attack, save, ability check) until the end of their next turn.
Pacifist Mask
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Lv 3: You can cast Sanctuary on a creature other than yourself once per short rest.
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Lv 6: Creatures protected by Sanctuary regain 1d4 HP at the start of their turn.
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Lv 10: Sanctuary no longer ends if the target casts a support spell or interacts with an object.
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Lv 14: You may target two creatures with a single Sanctuary (once per short rest).
Mirror Inspiration: The target must succeed on a Charisma save or be unable to attack the inspired ally for 1 turn.
Guardian Mask
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Lv 3: You can use your reaction to grant +2 AC to an ally within 3 m when they are attacked.
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Lv 6: If the attack misses, you may immediately retaliate (melee attack or cantrip).
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Lv 10: This effect can be applied to two allies per turn (separate reactions).
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Lv 14: Allies protected by your reaction are immune to critical hits for the rest of the turn.
Mirror Inspiration: The inspired ally can intercept an attack targeting an ally within 3 m (reaction).
Raven Mask
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Lv 3: Advantage on Perception and Investigation checks. You know the Message cantrip.
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Lv 6 – Light Fingers: Bonus action. Attempt to steal an item within 3 m (Sleight of Hand vs target’s Perception or Sleight of Hand). On success, you steal it unnoticed.
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Lv 10: After a successful theft, you may immediately attempt to Hide with advantage.
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Lv 14 – Phantom Raven: You ignore opportunity attacks. Once per short rest, you may attempt a theft as a reaction when a nearby creature performs a non-offensive action.
Mirror Inspiration: The inspired ally gains advantage on their next Perception, Investigation, or Stealth check.
Phoenix Mask
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Lv 3 – Lamentation: Reaction. When an ally within 9 m drops to 0 HP, you may automatically stabilize them.
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Lv 6 – Consoling Flame: If you stabilize an ally this way, they regain 1d4 HP. Once per short rest, you may stabilize and restore 1 HP instead of 0.
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Lv 10 – Resurgence: Action. Spend 1 Bardic Inspiration to raise an ally at 0 HP to 1d6 + your Charisma modifier HP (range 9 m). Once per short rest.
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Lv 14 – Rebirth: Once per long rest, if an ally died within the last minute, you may use an action to bring them back to life with 1d6 + your bard level HP.
Mirror Inspiration: If the inspired ally drops to 0 HP within 1 minute, they may use their reaction to automatically stabilize and regain 1d4 HP.
Cyclone Mask
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Lv 3 – Where the Wind Blows: Bonus action. A small gust pushes one creature in a 1.5 m cone (Strength save DC = 8 + proficiency + Cha). On failure, pushed 1.5 m.
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Lv 6 – Dispersing Wind: The cone becomes 3 m and deals 1d4 bludgeoning damage.
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Lv 10 – Coordinated Gust: Action. Create a 3 m radius gust reducing enemy speed by 3 m for 1 turn. Once per short rest.
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Lv 14 – Storm: Once per long rest, create a 6 m zone for 1 minute: enemies have disadvantage on ranged attacks and are pushed 1.5 m on failed Strength saves; allies gain +1 m movement.
Mirror Inspiration: For 1 minute, the ally gains +3 m speed and may ignore movement reduction once.
Judge Mask
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Lv 3 – Light Verdict: Once per turn, your first attack ignores non-magical resistance to its damage type (does not bypass immunity).
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Lv 6 – Balance: A creature damaged by Light Verdict must succeed on a Wisdom save or suffer –1 to saving throws for 1 turn.
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Lv 10 – Sentence: Action. Mark a creature within 9 m for 1 minute; one chosen resistance is negated against your attacks. Once per short rest.
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Lv 14 – Court of Appeal: Once per short rest, make a creature vulnerable to one damage type for 1 turn (save allowed).
Mirror Inspiration: For 1 minute, the ally may ignore a creature’s non-magical resistance once.
Time Mask
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Lv 3 – Tick: Once per turn, you may spend your reaction to gain +2 on a roll related to a spell or action.
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Lv 6 – Tempo: You and one ally gain +1 initiative for 1 minute. Bonus action, once per short rest.
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Lv 10 – Hourglass: Action. Force a creature within 9 m to reroll initiative (Wisdom save negates). Once per short rest.
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Lv 14 – Temporal Fracture: Once per long rest, grant an ally an immediate extra action. That ally suffers –2 AC until the end of the turn.
Mirror Inspiration: The ally gains +1 initiative and may take one free bonus action on their first turn within the minute.
Spider Mask
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Lv 3 – Sticky Legs: Gain a climbing speed equal to walking speed and can walk on walls and ceilings (natural surfaces only).
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Lv 6 – Web: Action. Project a 3 m cone of webbing; creatures must succeed on a Dexterity save or be restrained for 1 turn. Once per short rest.
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Lv 10 – Master Thread: After a successful theft or web, the target suffers –2 speed if it tries to move away.
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Lv 14 – Master Weaver: Once per long rest, create a 3 m web barrier for 1 minute imposing disadvantage on enemy attacks through it.
Mirror Inspiration: For 1 minute, the ally can climb freely and deals +1d6 damage to restrained creatures on their first hit.
Conductor Mask
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Lv 3: Bonus action. Grant a Rhythm Token to an ally within 9 m.
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Strike: Add 1d8 damage to a successful attack.
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Impulse: Immediately Dash or Disengage as a bonus action.
You can maintain a number of tokens equal to your Charisma modifier (minimum 1).
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Lv 6: Strike becomes 1d10, and recipients gain +1 initiative for 1 minute.
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Lv 10: You may grant tokens to multiple allies equal to your Charisma modifier.
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Lv 14: Strike restores 1d4 HP; Impulse grants +1.5 m movement.
Mirror Inspiration: The ally immediately gains a Rhythm Token (expires after 10 minutes).
Vampire Mask
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Lv 3: Once per turn, when you deal melee damage to a living creature, regain HP equal to half the damage dealt.
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Lv 6: Gain darkvision 18 m and advantage on Intimidation checks against living creatures.
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Lv 10: Once per short rest, attempt to charm a humanoid within 9 m (Wisdom save, repeats each turn).
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Lv 14 – Night Form: Once per long rest, for 1 minute you become a swarm of bats (as Gaseous Form): flight 18 m, pass through small gaps, attacks against you have disadvantage.
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Blood Drain (Reaction): When a creature within 3 m takes damage, steal 1d6 HP (Con save negates).
Mirror Inspiration: Once within 1 minute, the ally may drain 1d6 HP from a wounded creature within 3 m (same rules).
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Mask Crafting
You learn how to sculpt and magically infuse masks inspired by mythical creatures or powerful concepts. You start with three masks of your choice from the list below. You learn how to create one additional mask at every even bard level.
Crafting a mask takes 1 hour and can be done during a short or long rest.
You can equip a mask as a bonus action.
You can benefit from only one mask at a time (two starting at level 14).
Scene Change
You can expend one use of your Bardic Inspiration to instantly switch masks as a bonus action.
Mask Aura
While a mask is equipped, allies within 3 meters (10 feet) gain a +1 bonus to attack rolls and saving throws.
Memories of the Masks
Whenever you cast a bard spell of 1st level or higher, you may adopt a memory stance. You can adopt only one stance per turn.
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Memory Stance: The spell requires no verbal components.
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Echo Stance: Gain +2 to your next roll (attack, saving throw, or ability check) before the end of your next turn.
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Raised Mask Stance: You have advantage on all Charisma checks until the start of your next turn. Enemies have disadvantage on checks to ignore you.
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Held Breath Stance: If you do not move this turn, you gain resistance to all damage until the start of your next turn.
Methodical Actor
You can benefit from the effects of two masks at the same time. The second mask must be declared when equipping. Removing the primary mask ends the effects of both.
Mirror Inspiration
When you grant Bardic Inspiration to an ally, they also gain an effect depending on the mask you are wearing.
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