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Quick Build

Masquerader You can make a Masquerader quickly by following these


A Tribe chieftain stands at the gate of his village with a suggestions. First, Strength or Dexterity should be your
gleaming mask in his hand. He stairs down the opposing highest ability score, followed by Charisma. Second, choose
army and raises the mask to his face. He begins to feel his the Guild Artisan background.
body crack and snap as he takes the form of a mighty Yeti.
His tribe need not fear while their chieftain stands tall.
A craftsman with humble beginnings puts his heart and The Masquerader
soul into bringing his beloved back to him, as he carves out
her face into the mask, he feels part of his soul enter it. Proficiency Spirit
Curiously, he puts the mask to his face and feels his body Level Bonus Features Shards
begin to transform. 1st +2 Mask magic, favored 1
A commander straps a mystical helmet to his head and mask
feels a surge of power fill his mind. He feels the gifts of the 2nd +2 Mask of beauty 1
great generals of the past guiding him as he spurs his troops
to battle. 3rd +2 Masquerader Specialty 2
No matter their station in life, a masquerader puts his soul 4th +2 Ability Score 2
into everything he holds dear. This passion is what allows his Improvement
masks to have their power. A masquerader may be a tactical
mind that uses his masks to keep his comrades alive or a 5th +3 Mask Change 3
madman who uses his masks as a means to terrify his 6th +3 Extra Attack 3
enemies. Either way, the masquerader's soul burns bright 7th +3 Masquerader specialty 3
with the will to create. feature
8th +3 Ability Score 3
Arcane Craftsmen Improvement
The masquerader is a master carver that puts a piece of his 9th +4 Mask of the Accursed 4
soul into all the creates. This means that all he ned do is
place the mask upon his face to turn into powerful creatures. 10th +4 Hero's Mask 5
A masquerader seeks to use passion to help others and 11th +4 Masquerader Specialty 5
defend those who may not defend themselves. While they feature
themselves cannot weild magic, Their crafting skill allows 12th +4 Ability Score 5
them to transform into a creature that can. Improvement
13th +5 Mask Change (second 5
Powerful Art Use)
Masqueraders make masks that will help accomplish their 14th +5 Mask of Woe 6
goals. That gives a lot of variety in each masquerader. Some
masqueraders craft masks to help their friends in battle, 15th +5 Mask of Brutality 6
while some seek to transform into powerful creatures to lay 16th +5 Ability Score 6
waste to their enemies. The sheer variety is shown in the Improvement
masks each masquerader chooses to carry. Powerful 17th +6 Masquerader specialty 6
masqueraders carry masks of savage creatures and masks to feature
augment their power in their true form. Sneaky
masqueraders will carry masks designed to give them more 18th +6 Mask of Restrict 6
abilities in their true form, and masks of creatures that may 19th +6 Ability Score 7
not be strong but have skills that can help out in battle. Improvement
20th +6 Mask Mastery 7
Creating a masquerader
The most important quality of a masquerader is his or her
choice to masquerade. Why does your character create and
wear these masks. At 3rd level you will choose a specialty.
Read over these specialties to help frame your character. Are
you a tactical mind that helps friends and outwits opponents,
or are you on the front lines destroying anything that gets in
your way? Masqueraders are typically of any alignment, but
the alignment you choose may make you think about the
masks you create and how you specailize.
Class Features Mask of Beauty
As a masquerader, you gain the following class features At 2nd level you have refined your crafting skills to create a
mask that radiates with beauty. You can wear this mask to
Hit Points gain advantage on Charisma (Persuasion) and Charisma
Hit Dice: 1d8 per masquerader level (Deception) checks. Wearing this mask does not cost a spirit
Hit Points at 1st Level: 8 + your Constitution modifier shard, but crafting it requires material components as shown
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution in the mask table.
modifier per concierge level after 1st Masquerader specialty
Proficiencies At 3rd level you begin to hone your abilities as a masquerader
Armor: Light armor, shields and take a specialty. Choose either the Offensive or Tactical
Weapons: Simple weapons, shortswords, longswords, specialty, both detailed at the end of this description. Your
shortbows specialty grants you features at 3rd, 7th, 11th, and 17th level.
Tools: Carpenter's tools, woodcarver's tools
Saving Throws: Dexterity, wisdom Ability Score Improvement
Skills: Choose two from Deception, Nature, Persuasion, When you reach 4th level, and again at 8th, 12th, 16th, and
Performance, Slight of Hand. 19th level, you can increase one ability score of your choice
Equipment by 2, or you can increase two ability scores of your choice by
You start with the following equipment, in addition to the 1. As normal, you can't increase an ability score above 20
equipment granted by your background: using this feature.
(a) a Longsword or (b) two shortswords Mask Change
(a) a shortbow and a quiver of 20 arrows or (b) any simple
melee weapon At 5th level you have honed your spirit to be able to switch
a mask bearing the face of a monster with a CR of 1/2 or masks quickly. As a bonus action you can remove your mask
lower. and put a new one on. You can use this feature once per short
or long rest. Beginning at 13th level you can use this feature
Mask Magic twice per long or short rest.
You have the ability to imbue magic into masks you create. Extra Attack
You can carve a mask in the shape of a creature of CR 1/2 or
lower. As an action, You can put on this mask you assume the Beginning at 6th level, you can attack twice, instead of once,
form of that creature at the cost of a shard of your spirit. The whenever you take the Attack action on your turn if you are
Masquerader table shows how many spirit shards you have. unmasked.
All spirit shards are regained when you finish a long rest.
While you wear the mask you gain the strength, Dexterity and Mask of the Accursed
Constitution of that creature while retaining your intelligence At 9th level you have learned to craft a mask to cause an
and Wisdom stats as well as your HP. Your weapons phase affliction in your enemies. While wearing this mask,
into your body, if the creature typically wields a weapon, you creatures that can see you must make a Wisdom Saving
gain that weapon instead. As an acton, you can remove the throw with DC equal to your spell save DC or be frightened of
mask to revert to your standard form. you for one minute. Your spellcasting ability is Charisma for
Carving a mask requires 4 hours and 25 gold pieces to pay this effect. If a frightened creature takes damage, it may re-
for the wood. As you carve the wood, you imbue it with your roll its Saving throw. This mask does not require spirit shards
spirit. This costs a single spirit shard. to wear, but must be crafted using material components as
When you reach 5th level, you gain the ability to carve shown in the Mask Table.
masks of creature with a maximum CR 1. At 10th level this
max CR increases to 3, and at 15th level this max CR
increases to 5. Hero's Mask
At 10th level your travels across the world have given you the
Favored Mask experience of a true hero, and you learn to carve the Hero's
At 1st level you have devoted your time to studying one type Mask. As an action, you can wear the Hero's mask to create
of creature. Choose a type of favored mask: constructs, fiends an Aura of inspiration in a 10ft. radius around yourself.
monstrosities, or undead. You may only craft masks of Friendly creatures in this aura gain a bonus to attack rolls
creatures in that category. You can have five creature masks equal to your Charisma modifier (with minimum bonus of
at one time. +1), and their weaopns are considered magical for the
purposes of overcoming resistances and immunities. You
must be conscious to grant this bonus.
This mask does not require a spirit shard to wear, but does
require material components as shown in the Mask Table
Mask of Woe Mask of Brutality
At 14th level, your masking ability is so great that you can Starting when you choose this specialty at 3rd level, you can
carve the Mask of Woe. While you wear the mask of woe, you craft the Mask of Brutality. Wearing this mask gives you an
may cast a single first level Druid spell (chosen when the additional 1d6 damage to all melee attacks you make. This
mask is crafted). You may use this ability only once while mask requires a spirit shard to weild and cannot be removed
wearing the mask of woe. Your spellcasting ability is with Mask Change.
Charisma for this ability. This mask does not require a spirit Combat Masks
shard to wear, but must be crafted using material Starting when you choose this specialty at 3rd level, your
components as shown in the Mask Table. ability to carve dangerous beasts improves. You can carve a
creature of up to CR 1. At 5th level, that maximum CR
Mask of Restrict becomes half your masquerader level rounded up.
At 18th Level you have learned to carve dark magic into the
masks you create, allowing you to create the Mask of Restrict. Mask Attack
While wearing the Mask of Restrict, You have advantage At 7th level, you can use a Mask attack. You can put on a
against all incoming spell attacks, and if you fail a saving mask as a Bonus action and deliver an attack that deals 4d6
throw, you can choose to succeed instead. If you choose to mask damage. Mask damage is treated as the type of damage
succeed, the mask burns away and you take fire damage you would inflict in your masked form. This attack does not
equal to half your Masquerader level, rounded down. This require a spirit shard to perform, and the mask is removed
spell does not require a spirit shard to wear, but does require after the attack action is complete.
material components as shown in the Mask Table.
Mask of Weakness
Mask Mastery At 11th level, you learn to craft a Mask of Weakness. While
wearing the Mask of Weakness, any melee attack that hits
At 20th level you become a master masquerader. Time you does less damage to you. At 11th level the weapon takes
needed to carve new masks is halved, and you can use Mask a -3 penalty to damage, and at level 16 that penalty increases
Change an unlimited number of times, provided you have the to -5.
spirit shard required to wear the new mask. This mask requires the use of a spirit shard to wear.
Mask Table Captain's Hat
This table details the material components required to craft At l7th level, you learn to craft the Captain's Hat. While
any of the masks described in this class. These components wearing the Captains hat, you can perform up to two
are used in addition to the time and gold required to craft the maneuvers from the list below. These maneuvers must be
mask, and are consumed in the crafting process. These chosen when you craft the Captain's Hat, and you may choose
masks last until they are destroyed by another creature or by the same maneuver twice.
their own effects. This mask requires the use of a spirit shard to wear.
Commander's Strike. When you take the Attack action on
Masks your turn, you can forgo one of your attacks and use a bonus
Mask Components action to direct one of your companions to strike, When you
Beauty Powdered silver worth 35 gp
do so, choose a friendly creature who can see or hear you.
That creature can immediately use its reaction to make one
Accursed Two nine-inch iron nails and soft leather weapon attack.
Hero gold dust worth 55gp Parry. When another creature damages you with a melee
attack, you can use your reaction to reduce the damage by the
Woe Purple paint and an arcane focus to be mounted
in the forehead
1d6 + your Dexterity modifier,
Riposte. When a creature misses you with a melee attack,
Restrict five animal fangs, an arcane focus, dragonleather you can use your reaction and make a melee weapon attack
against the creature.
Menacing Attack. When you hit a creature with a weapon
Masquerader Specialties attack, you can attempt to frighten the target. The target must
Offensive Specialty make a Wisdom saving throw, On a failed save, it is
frightened of you until the end of your next turn.
You have honed your masks to make you as strong as
possible in combat. Your masks are carved more roughly, as
they are meant to strike fear into the hearts of your enemies.
Your fighting becomes more feral, and your comerades are
thankful you remain loyal to them.
Tactical Speciality Maneuveríng Attack. When you hit a creature with a
weapon attack, you can maneuver one of your comrades into
Your knowledge of strategy allows you to make masks to help a more advantageous position. Choose a friendly creature
out on the battlefield, each mask you create is finely craften to who can see or hear you, That creature can use its reaction to
ensure maximum abilities. Your fighting becomes more move up to half its speed without provoking opportunity
elegant as you dance across the battlefield. attacks from the target of your attack.
Parry. When another creature damages you with a melee
Lightfoot Mask attack, you can use your reaction to reduce the damage by
Starting when you choose this specialty at 3rd level you gain 1d8 + your Dexterity modifier,
the ability to cast the lightfoot mask. Your base walking speed
increases by 5ft. while you wear the mask, and you can
choose to take the Dash action as a Bonus Action once while
wearing the mask.
This mask requires the use of a spirit shard to wear.
Mask of Beasts
At 3rd level, you learn to carve a Mask of Beasts. While you
wear this mask, you can communicate with beasts. Through
sounds and gestures, you can read the beast's mood and
intent. You learn its emotional state, weither it is affected by
magic of any kind, its short term needs (Such as food or
safety) and what actions, if any, you can take to make it not
attack.
You cannot use this ability on a creature you have attacked
within the last 10 minutes.
This mask requires the use of a spirit shard to wear.
Mask of Stone
At 7th level, you learn to craft the mask of stone. While you
wear this mask, hostile creatures have disadvantage on all
attack rolls and Wisdom (Perception) checks to notice your
presence.
This mask requires the use of a spirit shard to wear.
Mask of Dispel
At 11th Level you have learned to craft masks that negate the
effects of certain spells. When you craft a mask of dispel,
choose a school of magic. If a spellcaster casts that spell with
you as its target, the target must make a wisdom check
against your spell sve DC before the spell takes effect. On a
failed check, the spell is dispelled and nothing happens.
This mask requires the use of a spirit shard to wear.
General's Helmet
At 17th level, you learn to craft the General's Helmet. While
wearing the General's Helmet, you can perform up to two
maneuvers from the list below. These maneuvers must be
chosen when you craft the General's Helmet, and you may
choose the same maneuver twice.
This mask requires the use of a spirit shard to wear.
Rally. On your turn, you can use a bonus action to bolster the
resolve of one of your companions. When you do so, choose a
friendly creature who can see or hear you, That creature
gains temporary hit points equal to 1d8 + your Charisma
modifier.
Evasive Footwork. When you move, you can roll 1d8 and
add the number rolled to your AC until you stop moving.

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