Base Class: Rogue
The Masked Fighter gains boons from wearing a mask. They specialise in using their opponent's fear and ignorance against them. Their access to magic is often quite limited, so they really on intensive training and their honed battle sense to give them the edge in combat.
Don the Mask
Starting at 3rd level you choose a mask type and based on the type of mask you wear you gain different effects. You only gain the mask's effects whilst you are wearing it. If an enemy grapples you they may use a bonus action to rip the mask off your face on a successful DC 10 + DEX modifier Sleight of Hand check. Remasking can be done as a bonus action once you have reclaimed your mask.
Beast
You choose to wear the visage of some fearsome natural predator. You add your Dexterity modifier to your passive perception and investigation, at 17th level nothing escapes you and nothing can suceed any check against your passive perception or investigation. Your primal ferocity lets you use a bonus action to make an additional melee weapon attack each turn.
Beholder
You wear the form of the ever knowing presence of the Beholder to unnerve your enemies. You may use your bonus action to study your opponent to look for weak points so that when you deal Sneak Attack damage you add your Intelligence modifier. At 17th level you no longer miss when performing a Sneak Attack if you've studied the enemy.
Construct
You trick your enemies into thinking you are some great mechanical force to be reckoned with whilst using an array of gadgets to make the illusion more convincing. You only gain levels of exhaustion the second time an effect says so. You gain proficiency with Tinker's Tools and may spend an hour each day to craft 3 grenades from:
At 13th level you can craft a grenade launcher.
Dancer
Rather than incite fear into your enemies you lull them into a false sense of security with your captivating performance. You gain proficiency in Performance. As a bonus action you may attempt to charm a creature within 10ft. That creature must make a DC 8 + your Charisma modifier WIS save or become charmed. At 9th level creatures you charm become so enamoured that if another creature(s) is also charmed by you they grow violent towards that creature(s).
Deity
You wear a mask of some popular deity that your enemies might believe their God's servant has come to judge them. You may cast Blinding Smite a number of times per day equal to your Wisdom modifier.
Demon
You horrify your enemies with the image of some ungodly demon come to punish them. You may cast Hellish Rebuke a number of times per day equal to your Strength modifier.
Apprentice
Starting at 9th level your mask is enchanted so that when you press two fingers to the side of it you can communicate with your apprentice as if using Telepathy. If your apprentice is killed you cannot replace them. The Apprentice is a Masked Fighter of any race/gender/mask type etc. 3 levels below your own (starting at level 6) when they take this class feature they instead choose you as their ally (no infinite chaining of apprentices). Your apprentice only gains a level each time you do. Your aprentice does not gain experience from encounters.
Underdog
At 13th level you gain a hardiness that makes you hard to beat into submission granting you advantage on attack rolls against enemies that have dealt more damage to you than you have to them.
Drammatic Entrance
You have won renown throughout the land and become a symbol for your foes to fear such that a whisper of your name is enough to send a shiver through someone's spine. Once you reach 17th level at the start of combat all enemies with a lower initiative roll than you become frightened or if you Don the Dancer's Mask they become charmed.
Previous Versions
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3/25/2020 9:30:48 PM
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3/7/2021 12:49:00 PM
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3/7/2021 12:54:01 PM
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