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RACES

CLASSES

Bard College of Masks SPELLS

A bard from the college of masks is a special type of performer


that can take on the persona of the theater masks that they craft.
These arcane masks grant them unique abilities that make them
both a versatile performer and skillful adventurer.

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 you
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:
Š It doesn’t require your concentration, but you can still end the
spell at any time (no action required).
Š You gain 5 temporary hit points, and the spell ends early if you
lose all these hit points or die.
Š 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.
Š 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


Many Masked Performance
appearance. You decide what you look like, including your
At 6th level, you gain the ability to enthrall an audience with a
height, weight, facial features, sound of your voice, hair
dramatic performance. Over the course of 1 minute, you can
length, coloration, and distinguishing characteristics, if any.
engage in a captivating performance and attempt to cause nearby
You can make yourself appear as a member of another race,
creatures to become charmed, frightened, or fall unconscious
though none of your statistics change. You also can’t appear
(your choice). Choose a number of creatures up to your bard level
as a creature of a different size than you, and your basic
within 60 feet of you that can hear you. When the performance
shape stays the same; if you’re bipedal, you can’t use this
ends, each target must succeed on a Wisdom saving throw against
spell to become quadrupedal, for instance. At any time for
your spell save DC or be subjected to the chosen condition.
the duration of the spell, you can use your action to change
Once you use this feature, you can’t use it again until you finish a
your appearance in this way again.
long rest.

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RACES

CLASSES

Bard College of Masks SPELLS

Gift of Theatre Sea Urchin. While wearing this mask, you can use a bonus action
and expend a use of your Bardic Inspiration, rolling a Bardic
At 14th level, you gain the ability to give one of your theater masks Inspiration die to heal yourself for a number of hit points equal to
to an ally within 5 feet of you. As an action, you temporarily release the number rolled plus half your bard level (rounded up).
the incantation that binds your theater mask to you, allowing one of Additionally, you can use an action to attempt to immobilize a
your allies to use it. The mask can be used in this way for 1 minute, creature you can see within 30 feet of you, injecting it with magical
and only one other creature can be designated to use it. toxins. The target must succeed on a Constitution saving throw or
Once you’ve given an ally a theater mask, you can’t do so again become restrained for 1 minute. At the end of each of its turns, the
until you finish a short or long rest. 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
MASKS
proficiency bonus, and you regain all expended uses of it when you
The masks are presented in alphabetical order.
finish a long rest.
Demon (5th Level Required). While wearing this mask you gain
Spirit (7th Level Required). While wearing this mask, you know
the abilities Arcane Memory and Demon Eye.
the speak with dead spell. Additionally, you can expend a use of
Š Arcane Memory. While wearing this mask, you can use an
your Bardic Inspiration to temporarily move through the Spirit
action and expend a spell slot of 1st level or higher to
Realm. Whenever you would move, you instead step through the
magically learn whether a creature or object you specify has
veil and into the Spirit Realm in the area where it overlaps with
been within a 20-foot radius of your current location in the
your current plane. You remain in the Spirit Realm until you stop
past 24 hours. If you expend a spell slot of 3rd level or higher,
moving or your turn ends. If you occupy the same spot as a solid
you get a brief vision of the creature or object while it was
object or creature when this happens, you are immediately shunted
there, and you learn the exact time the creature or object
to the nearest unoccupied space that you can occupy and take 1d10
was present.
force damage.
Š Demon Eye. As an action, you gain the ability to magically
While on the Spirit Realm, you can only affect and be affected by
see through solid objects to a range of 15 feet. Your vision
other creatures on that plane. Creatures that aren’t in the Spirit
penetrates most barriers, but it is blocked by 1 foot of stone,
Realm can’t perceive you and can’t interact with you, unless a
1 inch of common metal, a thin sheet of lead, or 3 feet of
special ability or magic has given them the ability to do so. You
wood or dirt.
ignore all objects and effects that aren’t on the Spirit Realm,
Divine (11th Level Required). While wearing this mask you have
allowing you to move through objects you perceive on the plane
a flying speed of 30 feet and resistance to necrotic damage.
you originated from. This effect lasts until the end of your turn.
Fish. While wearing this mask you gain a swimming speed equal
Stone Mask. While wearing this mask, you gain proficiency in the
to your walking speed and the ability to breathe underwater.
Athletics skill, and all bludgeoning, piercing, and slashing damage
Additionally, you know the bubble prison and water pistol spells.
you take from nonmagical attacks is reduced by 2. Additionally, you
Fox. While wearing this mask, you can move through a hostile
have advantage on ability checks and saving throws against being
creature’s space, regardless of its size, and another creature’s
pushed, pulled, or knocked prone while wearing the mask.
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.

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