The Masked Hero (Revised V4) - GM Binder
The Masked Hero (Revised V4) - GM Binder
The Masked Hero (Revised V4) - GM Binder
The orc slashes its axe across the archer's abdomen, causing
her to drop to her knees in pain. When the warrior swings its
weapon again to deal the killing blow, a figure appears before
them in the blink of an eye, and deflects the attack with one
sword strike. The bleeding archer gasps, before gazing up in
awe at the helmeted, violet warrior that now stands over her.
Uttering a command-phrase, a red suit of armor begins to
manifest around the mysterious stranger. As the armor-pieces
join together in perfect harmony, an audible melody rings in
the air, as if heralding the arrival of a saviour. When the tune
finally ends, the crimson knight unsheathes a flaming blade.
Driving the entire length of the blue blade straight into the
orc's torso, the gigantic beast cries out in pain before the
masked figure sends it reeling backwards with a blazing kick.
Right as the monster's back hit the wall behind it, its howl of
pain is silenced by a burning fist that caves-in its skull. The
beast finally dead, its body crumbles away as ash in the wind.
Beyond the safe haven of cities, masked heroes endlessly
battle against the forces of evil. Donning suits of armor fueled
by their force-of-will, these warriors take up heroic personas
to fight as the world's faceless defenders. They fight for those
who can't, and do so even if their efforts are unrecognized.
Faceless Warriors of Self-Sacrifice
Donning colorful uniforms and masks, a masked hero is a
selfless warrior that jumps straight into combat without any
hesitation. Wielding weapons and a variety of spells to assist
their companions on the battlefield, their abilities shine at
their brightest when these masked warriors are standing
side-by-side alongside other daring adventurers.
But it is during the critical moment when an ally is about to
be struck where a masked hero shows their true potential. In
mere seconds, a masked hero can appear in front of allies to
absorb - if not deflect - blows that would kill lesser beings. It
is through sheer willpower that they do not die to their
wounds, as they fight, so others do not have to suffer.
No matter where the battlefield may be, these heroes never
hesitate to appear. As they take to the fields of battle in their
masked forms, their mere presence is enough to bolster any
warriors that find themselves fighting alongside these
faceless avengers. Whenever a person is in need of help, the
arrival of a masked hero is only seconds away.
The Persona Beneath the Mask
The defining aspects of a masked hero are the mask and
uniform that they don, both channeling innate abilities while
also enforcing the unforgettable image of a faceless vigilante
of justice.
While not in this form, a masked hero looks like any other
person that you would find in the crowd. But whenever the
time for battle comes, a masked hero rushes right into the
forefront, mystical armor and weapons manifesting into view
with no more than a single command to call them forth.
It is with this form that a masked hero strikes fear into the
hearts of their enemies, as it is hard to forget the appearance
of the enigmatic warrior that is capable of decimating several
opponents with ease.
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The Masked Hero — Spell Slots per Spell Level —
Proficiency
Spells
Level Bonus Features Transformations Known 1st 2nd 3rd 4th 5th
1st +2 Heroic Armaments, Masked Transformation 2 — — — — — —
2nd +2 Fighting Style, Spellcasting, Deflective Strike 2 2 2 — — — —
3rd +2 Heroic Decree, Deflective Strike improvement 2 3 3 — — — —
4th +2 Ability Score Improvement 2 3 3 — — — —
5th +3 Triumphant Armaments, Steadfast Resolve 2 4 4 2 — — —
6th +3 Enhanced Transformation (1) 2 4 4 2 — — —
7th +3 Heroic Decree feature 2 5 4 3 — — —
8th +3 Ability Score Improvement 3 5 4 3 — — —
9th +4 — 3 6 4 3 2 — —
10th +4 Limit-Break 3 6 4 3 3 — —
11th +4 Heroic Decree feature 3 7 4 3 3 — —
12th +4 Ability Score Improvement 3 7 4 3 3 — —
13th +5 — 3 8 4 3 3 1 —
14th +5 Enhanced Transformation (2) 3 8 4 3 3 1 —
15th +5 Heroic Decree feature 3 9 4 3 3 2 —
16th +5 Ability Score Improvement 4 9 4 3 3 2 —
17th +6 — 4 10 4 3 3 3 1
18th +6 Enhanced Transformation (3) 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Zenith Armaments 4 11 4 3 3 3 2
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Heroic Armaments Spellcasting
As an action, you can transform a weapon that are you are Starting at 2nd level, you can summon a magical item called
wielding - and proficient in - into a tool of justice called a a bonded device. This device is a unique tool that is capable
heroic armament. After you do so, harmless visual effects, of channeling the power within you into the material realm in
such as floating musical notes or blue flames, can be the shape of spells. See the end of the class description for
perceived around your weapon. This benefit lasts until you the masked hero spell list.
finish a long rest, and ends early if you die.
You can use this feature a number of times equal to your
Constitution modifier (a minimum of once). Whenever you Your Bonded Device
finish a long rest, you regain all expended uses.
The spells that you cast are all channeled through
Masked Transformation the focal point that is your bonded device. With
this magical tool, you can shape the energy within
On your turn, you can transform as a bonus action to assume you to bolster both your allies - and yourself - in
your heroic form and gain the following benefits: the heat of battle with a variety of spells.
Summoning a Device. To summon a bonded
Your Armor Class equals 13 + your Wisdom modifier. device - or replace one you've lost - you can
While transformed, wielding a shield doesn't increase your perform a special 1-hour ritual over the course of a
Armor Class. Any armor that you are wearing also merges short rest to summon a bonded device.
into your heroic form, and has no effect until the end of This process costs 30 gp, which represents the
your transformation. raw materials that you require in order to construct
You can use your Charisma modifier, instead of Strength the device's physical form. At the end of the ritual,
or Dexterity, for the attack and damage rolls of any your bonded device appears at your feet.
weapon attack you make with your heroic armament. The Device's Appearance. How your bonded
device appears upon summoning can range from
Once per turn, you can deal an extra 1d6 force damage to the mundane to the extravagant. It could be in the
a creature you hit with a melee weapon attack if there is at shape of a belt with various trinkets inserted into it,
least one friendly creature within 10 feet of that creature. a colourful arm-brace with several magical symbols
Your transformation lasts for a number of hours equal to and icons, or even an intricate, colourful wand with
your Charisma modifier (minimum of one hour), and ends arcane runes engraved into it. How it looks is based
completely on what you desire upon summoning it.
early if you are reduced to 0 hit points or die. You can also
end your transformation as a bonus action on your turn.
Your masked hero level determines the number of times
you can transform, as shown in the Transformations column
of the Masked Hero table. You recover all expended uses of
Masked Transformation when you finish a short or long rest.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you
later get to choose
again.
Archery
You gain a +2 bonus to attack rolls you make with ranged
weapons.
Dueling
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
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Bonded Device Deflective Strike
You know two 1st-level spells of your choice from the masked Starting at 2nd level, you can intercept attacks meant for your
hero spell list at the end of the class description. These allies. Once per round, when a friendly creature that you can
spells, as well as every other masked hero spell that you can see within 30 feet of you is hit by an attack, you can teleport
learn later on, can only be cast while your bonded device is to an unoccupied space within 5 feet of that creature to make
on your person. one special melee weapon attack.
If your bonded device remains more than 5 feet away from You can only make this attack with either a melee weapon
you for more than 1 minute - or if you die - it disappears, and or an unarmed strike, and you make this special attack before
would need to be replaced by another bonded device. the triggering attack deals any damage.
The Spells Known column of the Masked Hero table This special attack also deals no damage, but if your attack
shows when you learn more spells of your choice. Each of roll is equal to - or higher - than the opposing attack roll, the
these spells must be of a level for which you have spell slots. triggering attack is deflected, and neither of the attacks deal
Additionally, when you gain a level in this class, you can any damage.
choose one of the spells you know and replace it with another Otherwise, the triggering attack instantly deals damage to
spell from the masked hero spell list, which also must be of a you instead of the friendly creature, and the damage you take
level for which you have spell slots. is reduced by an amount equal to 5 + half your masked hero
Spell Slots level (rounded up). You can use this feature as long as you
The masked hero table shows how many spell slots you have aren't frightened or incapacitated.
to cast your spells of 1st level and higher. To cast one of these After using this feature, you may only attack once, instead
masked hero spells, you must expend a slot of the spell’s level of twice, when you take the Attack action on your next turn. If
or higher. You regain all expended spell slots when you finish you are able to attack three times, instead of twice, whenever
a long rest. you take the Attack action, you may only attack twice instead.
For example, if you know the 1st-level spell healing word You can use this feature a number of times equal to your
and have a 1st-level and a 2nd-level spell slot available, you Wisdom modifier (a minimum of once). Whenever you finish
can cast healing word using either slot. a long rest, you regain all expended uses.
At 3rd level, you can use Deflective Strike when you are hit
Spellcasting Ability by an attack. When you use Deflective Strike this way, you do
Wisdom is your spellcasting ability for your masked hero not teleport.
spells, as your ability to attune to the raw energy within you is
what shapes your spells into a variety of effects. You use your Heroic Decree
Wisdom whenever a spell refers to your spellcasting ability. At 3rd level, you dedicate yourself to a decree that represents
In addition, you use your Wisdom modifier when setting the your idea of justice, while also granting you new abilities as a
saving throw DC for a masked hero spell you cast and when result of your unwavering faith. You may choose the Decree
making an attack roll with one. of Retribution, the Decree of Preservation, the Decree of
Spell save DC = 8 + your proficiency bonus + your
Wisdom Salvation, the Decree of Conviction, or the Decree of
modifier Execution, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at
Spell attack modifier = your proficiency bonus + your 7th, 11th, and 15th level.
Wisdom modifier
Ability Score Improvement
Spellcasting Focus When you reach 4th level, and again at 8th, 12th, 16th and
You can use your bonded device as a spellcasting focus for 19th level, you can increase one ability score of your choice
your masked hero spells. To use a bonded device in this way, by 2, or you can increase two ability scores of your choice by
it must be held in hand, worn visibly, or borne on a shield. 1. As normal, you can’t increase an ability score above 20
using this feature.
A Hero to One, Villain to Another Triumphant Armaments
Despite the popular image of a heroic defender of Beginning at 5th level, you can attack with your heroic
justice, one does not have to be of good or even armament twice, instead of once, whenever you take the
neutral alignment to be a masked hero.
A masked hero is simply a steadfast warrior that
Attack action on your turn.
is determined to protect any ally on the battlefield,
their unwavering will driving them to defeat those Steadfast Resolve
that stand in the way of their ideals and goals. Starting at 5th level, your attunement with your heroic vitality
Regardless of one's beliefs, a masked hero's allows you to regain bits of your fighting strength in the most
powers is fueled purely by the unbreakable spirit dire of situations. Whenever you finish a short rest, you can
within them, granting abilities unlike any other. recover a number of Deflective Strike's expended uses equal
to half your Wisdom modifier (rounded down).
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Enhanced Transformation Zenith Armaments
Starting at 6th level, your transformed state has achieved its At 20th level, you can use an action to elevate a heroic
next tier of power. Choose one of the following options to add armament that are you are wielding into its ultimate form,
onto your Masked Transformation's benefits: granting your armament the following properties:
Banner of Victory. You generate an aura that extends 5 Any attack roll you make with the heroic armament is a
feet from you in every direction - but not through total cover - critical hit on a roll of 19 or 20 on the d20.
while transformed. Whenever an enemy creature starts its Any creature damaged by the heroic armament has
turn within this aura, it takes force damage equal to your disadvantage on any attack roll that isn't made against you
proficiency bonus. In addition, when a friendly creature that until the end of its next turn.
you can see within 15 feet of you deals damage to an enemy Once on each of your turns, when your heroic armament
creature with a weapon attack, you can use your reaction to is more than 5 feet away from you, you can command it to
grant a bonus to the damage dealt by that attack equal to your return to your open hand.
Charisma modifier (minimum of one).
Heroic Seals. You learn three cantrips: guidance and two A zenith armament lasts for 1 minute, and ends early if you
other cantrips of your choice from the cleric spell list. These die. Afterwards, your zenith armament reverts back into a
cantrips count as masked hero spells for you, and they don't heroic armament, and you require a long rest before you can
count against the number of masked hero spells you know. In use this feature again.
addition, you can see normally in darkness, both magical and
nonmagical, to a distance of 30 feet. Heroic Decree
Providence Mantle. While transformed, wielding a shield
increases your Armor Class. In addition, whenever you hit a As the role of a masked hero is to be an enigmatic avenger
creature with a melee weapon attack on your turn, you can that battles across the realm, their position as vigilantes puts
use a bonus action to make one melee weapon attack with a them above the very law that they may - or may not - fight for.
shield that you are wielding. This attack counts as an attack Thus, whenever these heroes appear on the battlefield, they
made with a heroic armament. The damage die for this attack wield a sense of authority unlike any other, as they answer
is a d4, and the attack deals force damage. only to themselves. When such conviction is combined with
Rending Gauntlets. Any weapon attack you make with a an unwavering faith in their ideals, new powers will manifest
heroic armament ignores all resistance and immunity to and shape how these heroes carry out their idea of justice.
nonmagical attacks and damage. In addition, when you hit a
creature with a weapon attack, and that creature has Decree of Retribution
damaged you since the end of your last turn, you can deal The Decree of Retribution calls for heroes to see through the
extra force damage equal to your proficiency bonus. You can lies of the sinful, before bringing them to justice with a blade
deal this damage only once per turn. of wrath. No matter how adept their enemies may be, a hero
Vitality Plating. Whenever you transform, you gain that enforces this Decree will cut through the fog of deceit
temporary hit points equal to 4 + your proficiency bonus. that shrouds their path, before reaching out for the truth.
These temporary hit points last until they are depleted, or
until the end of your transformation. In addition, you can add Decree Magic
an extra d4 to any Constitution saving throw that you make to Starting at 3rd level, you learn an additional spell when you
maintain concentration on a spell. reach certain levels in this class, as shown in the Retribution
At 14th level, and again at 18th level, you can choose one Spells table. The spell counts as a masked hero
spell for you,
additional Enhanced Transformation option. You cannot take but it doesn’t count against the number of masked hero spells
the same option more than once. you know.
Limit-Break Retribution Spells
At 10th level, you can go beyond the limits of your abilities to Masked Hero level Spell
attain superhuman strength and agility, causing your body to 3rd wrathful smite
break apart as you momentarily push your transformed state
to the peak of its potential. 5th zone of truth
Whenever you use Masked Transformation, you can choose 9th blinding smite
to take damage equal to your character level at the same
time. Afterwards, you can attack with your heroic armament 13th dominate beast
three times, instead of twice, whenever you take the Attack 17th banishing smite
action on your turn, and your speed increases by 15 feet.
This superhuman state lasts for 1 minute, and ends early if Eye for Injustice
you are reduced to 0 hit points, or die. Afterwards, at the start When you select this decree at 3rd level, you learn how to see
of your next turn, your transformed state ends early, and you through the lies and deceit of those you are interrogating. You
suffer one level of exhaustion. gain proficiency in the Insight skill if you don't already have it.
In addition, whenever you make a Wisdom (Insight) check on
a creature that you have spent at least 1 minute interacting
with, you can add your proficiency bonus twice to the check.
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Judgement Blade Vengeful Retaliation
At 3rd level, after using Deflective Strike, you can use your At 7th level, after using Deflective Strike, your blows become
reaction to make a melee spell attack against an enemy infused with a need for retribution. The first enemy creature
creature that you can see within 30 feet of you, interrupting you hit on your next turn with a melee weapon attack must
the current turn. succeed on a Strength saving throw against your masked
The spell attack's damage is psychic, and its damage die is hero spell save DC or be knocked prone. The target has
a d6. You can add your Wisdom modifier to the damage roll of disadvantage on the save if it has damaged you since the end
this attack. Hit or miss, the target of this spell attack can't of your last turn.
take reactions until the end of your next turn.
You may expend one masked hero spell slot to deal an Decree Enhancements
extra 2d6 psychic damage after the spell attack hits, plus an Starting at 11th level, you gain the following benefit for your
additional 1d6 for each spell slot level used higher than 1st, Masked Transformation:
to a maximum of 5d6. Vanquishing Armament. Whenever you take the Attack
The attack's damage die increases when you reach certain action on your turn with a heroic armament in the form of a
levels in this class, increasing to 1d8 at 7th level, and 1d10 at melee weapon, you can forgo two of your attacks to make the
11th level. melee spell attack of Judgement Blade.
Psychic Assault
At 15th level, you can delve into the minds of your enemies
Your Transformation & Your Decree and unravel their very thoughts. As an action, you can expend
While nothing in the class description states how one use of Heroic Armaments to cast detect thoughts,
your transformation looks, it is encouraged to have without expending a spell slot. Whenever you do this, a
it reflect your chosen Decree. For example, a hero creature that you are focusing this spell on has disadvantage
of Retribution could don a helmet with a blindfold- on Wisdom saving throws made in order to prevent you from
esque visor, glowing symbols shaped in the scales probing deeper into its mind. If a creature attempts to use its
of justice hovering around them wherever they go. action to end the spell by making an Intelligence check
contested by your Intelligence check, you gain a +5 bonus to
your check.
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Decree of Preservation Aegis Rune
The Decree of Preservation heralds the arrival of heroes that At 3rd level, after using Deflective Strike, you generate a rune
shall become the stalwart defenders of the innocent. When called an Aegis Rune. This rune lasts until the end of your
these avengers arrive on the battlefield, any attack made by next turn, and you can have only one rune on you at a time.
their enemies becomes futile in the face of protective wards, As a bonus action, you can expend this rune to choose one
as these heroes seek to safeguard the lives of the innocent. creature that you can see within 15 feet of you. That creature
gains temporary hit points equal to a d6.
Decree Magic These temporary hit points lasts until they are depleted, or
Starting at 3rd level, you learn an additional spell when you until that creature finishes a long rest. Whenever a creature
reach certain levels in this class, as shown in the has these temporary hit points, they can move on their turn
Preservation Spells table. The spell counts as a masked hero without provoking opportunity attacks from enemy creatures.
spell for you, but it doesn’t count against the number of You may expend one masked hero spell slot when granting
masked hero spells you know. these hit points to choose an additional number of creatures
equal to the slot's level, to a maximum of three additional
Preservation Spells creatures that you can see within 15 feet of you.
Masked Hero level Spell These temporary hit points increase when you reach
certain levels in this class, increasing to 2d6 at 11th level.
3rd shield
5th gentle repose Protective Ward
At 7th level, you can generate defensive wards within you
9th counterspell called Protective Wards. You generate one Protective Ward
13th death ward whenever you use Deflective Strike, and you can store only
one Protective Ward within you at a time. Whenever you
17th dispel evil and good finish a short or long rest, your number of Protective Wards
resets to zero.
Mark of Valour When you - or a friendly creature that you can see within
When you select this decree at 3rd level, you can generate a 15 feet of you - takes damage from an attack, you can expend
Mark of Valour, a badge of honour meant only for the most your Protective Ward as a reaction to reduce that damage by
bravest warriors. As an action, you can expend one use of an amount equal to 1d8 + your Wisdom modifier. You cannot
Heroic Armaments to choose one creature that you can see use this feature and Deflective Strike within the same turn.
within 5 feet of you. That creature gains a +1 bonus to its AC. At 15th level, the range of this feature increases to 30 feet.
This benefit lasts until that creature finishes a long rest, and
ends early if that creature dies, dons medium or heavy armor, Decree Enhancements
or a shield. A creature can have only one Mark of Valour at a Starting at 11th level, you gain the following benefit for your
time. Masked Transformation:
Aegis Mastery. You can store two Protective Wards within
you instead of one. If your transformed state ends while you
have more than one Protective Ward within you, the number
of Protective Wards you have is reduced to one.
Forceful Rebuke
At 15th level, your protective runes react violently to enemy
attacks. When an enemy creature deals damage to a creature
that has temporary hit points granted by Aegis Rune, they
take 1d10 force damage at the end of their turn if you're
within 30 feet of that enemy creature, and not incapacitated.
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Decree of Salvation Servant of Miracles
The Decree of Salvation brings heroes that shall light a path When you select this decree at 3rd level, you gain the ability
to a brighter future. With the assistance of magical familiars to call upon otherwordly creatures. You gain proficiency in
and spiritual weaponry, these masked heroes seek to bring the Animal Handling skill if you don't already have it.
hope to wherever they go, all while bestowing an invigorating In addition, you learn the find familiar spell, and while your
energy that their souls are capable of manifesting at will. bonded device is on your person, you can cast it as a ritual.
The spell doesn’t count against your number of spells known.
Decree Magic At 15th level, as an action, you can merge your familiar if it
Starting at 3rd level, you learn an additional spell when you is within 30 feet of you with a bonded device that is on your
reach certain levels in this class, as shown in the Salvation person. You then gain a bonus to your masked hero spell-save
Spells table. The spell counts as a masked hero
spell for you, DC equal to half your Constitution modifier while your device
but it doesn’t count against the number of masked hero spells is on your person. After 1 hour has passed - or in the case you
you know. lose your device - your familiar reappears in an unoccupied
space within 5 feet of you while your device disappears,
Salvation Spells requiring you to replace it with another one.
Masked Hero level Spell
Soul Charge
3rd sanctuary At 3rd level, after using Deflective Strike, you generate raw,
5th spiritual weapon divine energy. This radiant energy lasts until the end of your
next turn, and you can store only one of these within you at a
9th hypnotic pattern time. As a bonus action, you can expend this raw energy to
13th banishment choose one creature that you can see within 30 feet of you.
That creature gains one Soul Charge, which equals to your
17th wall of force Charisma modifier (minimum of one).
Once within the next 5 minutes, that creature can add this
Soul Charge to one saving throw it makes. That creature can
wait until after it rolls the d20 before deciding to use the Soul
Charge, but must decide before the DM says whether the roll
succeeds or fails. Once a Soul Charge is expended, it is lost.
A creature can have only one Soul Charge at a time.
You may expend one masked hero spell slot when granting
a Soul Charge to choose an additional number of creatures
equal to the slot's level, to a maximum of three additional
creatures that you can see within 30 feet of you.
Spiritual Emissary
At 7th level, you learn the animal messenger spell, and while
your bonded device is on your person, you can cast it as a
ritual. The spell doesn’t count against your number of spells
known, and whenever you cast this spell, you can choose your
familiar if you can see it within range to deliver the message.
Your familiar must in the animal form of either a bat, hawk,
owl, or raven in order for you to do this.
Decree Enhancements
Starting at 11th level, you gain the following benefit for your
Masked Transformation:
Radiant Counterattack. When an enemy creature within
your reach makes an attack against a target other than you,
you can use your reaction to make one weapon attack against
the attacking creature. If the attack hits, all damage dealt by
that attack becomes radiant damage. You cannot use this
feature and Deflective Strike within the same turn.
Divine Beacon
At 15th level, you can use your heroic soul to call upon divine
assistance. Whenever you finish a long rest, you can choose
one of the spells you know and replace it with another spell
from the masked hero spell list. The replacement spell must
be of a level for which you have spell slots. To do this, make
an ability check using your masked hero spellcasting ability.
The DC equals 10 + the spell’s level, and on a success, you
replace one of the spells you know with the new spell.
8
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Decree of Conviction Debilitating Impact
The Decree of Conviction grants masked heroes the inability At 7th level, fire damage dealt by your unarmed strikes and
to accept defeat, and the resolve to turn the tide of any battle. Blazing Step feature ignore resistance and immunity to fire
Wielding flames conjured by their unmatched determination, damage. In addition, whenever you use Blazing Step, and
these heroes decimate their enemies with both sword and your unarmed strike hits your target, that creature suffers a
fist. Retreat is never an option for these heroes, only triumph. penalty to the next saving throw it makes. This penalty lasts
for 1 minute, and equals to half your Wisdom modifier.
Decree Magic Decree Enhancements
Starting at 3rd level, you learn an additional spell when you Starting at 11th level, you gain the following benefit for your
reach certain levels in this class, as shown in the Conviction Masked Transformation:
Spells table. The spell counts as a masked hero
spell for you, Burning Resolve. You gain a bonus to your Strength
but it doesn’t count against the number of masked hero spells checks and Strength saving throws equal to your Charisma
you know. modifier (minimum of one).
Conviction Spells
Transferral Flames
Masked Hero level Spell At 15th level, when you hit an enemy creature with an
3rd hellish rebuke unarmed strike - and deal force damage to it - you can deal
5th heat metal
fire damage to another creature of your choice that you can
see within 5 feet of your original target. This fire damage can
9th Melf's minute meteors be dealt only once on each of your turns, and equals to your
13th fire shield (warm shield only)
unarmed strike damage die.
17th immolation
Decree Enhancements
When you select this decree at 3rd level, you can manifest
magical gauntlets to turn your unarmed strikes into heroic
armaments. You gain the following benefit for your Masked
Transformation:
Scorching Gauntlets. Your unarmed strikes count as
melee weapon attacks made with a heroic armament. In
addition, whenever you take the Attack action on your turn
with either an unarmed strike, or a melee weapon that you
are wielding in one hand, you can make one unarmed strike
as a bonus action. Your unarmed strikes also deal fire
damage equal to a d6 in place of the normal damage of your
unarmed strikes.
The fire damage increases when you reach certain levels in
this class, increasing to 1d8 at 11th level, and 1d10 at 15th
level.
Blazing Step
At 3rd level, after using Deflective Strike, you can use your
reaction to teleport up to 10 feet to an unoccupied space that
you can see, interrupting the current turn. That space must
also be within 5 feet of an enemy creature that you can see.
After teleporting, you can either make one unarmed strike
against that creature as part of the same action, or you can
instead present your bonded device if it is on your person.
If you choose to do this, all enemy creatures that you can
see within 5 feet of you must make a Dexterity saving throw
against your masked hero spell save DC or take fire damage
equal to 1d6 + your Constitution modifier on a failed saving
throw, and half as much on a successful one.
You may expend one masked hero spell slot to deal an
extra 1d6 fire damage after presenting your device, plus
additional 1d6 for each spell slot level used higher than 1st,
to a maximum of 5d6.
9
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Decree of Execution Intercepting Shot
The Decree of Execution demands for the quick elimination At 3rd level, you learn how to identify high-priority threats in
of those that threaten the realm, as heroes of this Decree lurk battle and intercept their attacks. When an enemy creature
in the shadows their foes. No matter where their targets may that you can see within your weapon's normal range hits you,
be, these masked heroes will always find their quarry, all or a friendly creaure that you can see, with an attack, you can
before eliminating them with silent, deadly strikes from afar. expend one use of Deflective Strike as a reaction to make one
special ranged weapon attack against that creature.
Decree Magic You may only make this attack with either a ranged weapon
Starting at 3rd level, you learn an additional spell when you or a melee weapon that has the thrown property, and you
reach certain levels in this class, as shown in the Execution must make this special attack before the triggering attack
Spells table. The spell counts as a masked hero
spell for you, deals any damage.
but it doesn’t count against the number of masked hero spells This ranged weapon attack does not cost ammunition, and
you know. can be made without disadvantage while an enemy creature
who can see you and who isn’t incapacitated is within 5 feet
Execution Spells of you.
If this attack is made with a melee weapon that has
Masked Hero level Spell
the thrown property, that weapon returns to your hand
immediately after the attack is made.
3rd ensnaring strike On a hit, the target takes the damage dealt by your attack,
5th invisibility and unless its previous roll was a 20 on the d20, it must reroll
its attack and use the new roll.
9th lightning arrow Otherwise, your special attack misses, and you may expend
13th greater invisibility one masked hero spell slot to reduce the damage dealt by the
triggering attack by 2d4, plus additional 1d4 for each spell
17th conjure volley slot level used higher than 1st, to a maximum of 5d4. You may
only reduce the damage dealt by the triggering attack if your
Decree Enhancements special attack had missed.
When you select this decree at 3rd level, you learn the art of After using this feature, you may only attack once, instead
eliminating your foes from a distance. You gain the following of twice, when you take the Attack action on your next turn. If
benefit for your Masked Transformation: you are able to attack three times, instead of twice, whenever
Masked Marksman. Once per turn, you can deal an extra you take the Attack action, you may only attack twice instead.
1d6 force damage to a creature you hit with a ranged weapon You cannot use this feature and Deflective Strike within the
attack if there is at least one friendly creature within 5 feet of same round.
that creature.
The force damage increases when you reach certain levels Elusive Retreat
in this class, increasing to 1d8 at 7th level, and 1d10 at 11th At 7th level, whenever you make a Dexterity (Stealth) check,
level. you gain a bonus to the roll equal to your Wisdom modifier
(minimum of one). In addition, when an enemy creature that
you can see ends its turn within 5 feet of you, you can teleport
up to 10 feet to an unoccupied space that you can see. You
can only use this feature once per round, and as long as you
aren't blinded, frightened or incapacitated.
Decree Enhancements
Starting at 11th level, you gain the following benefit for your
Masked Transformation:
Vanishing Shroud. You can take the Hide action as a
bonus action on your turn. In addition, whenever you make a
Dexterity (Stealth) check, you can add an extra d6 to the roll
if you had taken the Attack action on the same turn.
Hunter's Tenacity
At 15th level, lurking in the shadows of your enemies slowly
mends your injuries. You regain hit points equal to 1d6 + half
your masked hero level if you end your turn in combat with
fewer than half of your hit points remaining, you are in dim
light or darkness, and you aren’t incapacitated.
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Masked Hero Spells Multiclassing
1st Level
Masked Heroes follow all the normal rules for multiclassing.
The following tables function as additions to those listed on
Absorb Elements pages 163 and 164 of the Player's Handbook.
Bane
Bless
Command
Cure Wounds Masked Hero Multiclassing
Healing Word Prerequisites
Heroism Ability Score Minimum
11
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Bonus: DM & Player Tips Using Deflective Strike two times
This section here - while also useful for players who have in-between one's turns?
questions for how certain features work - is mostly meant to As Deflective Strike is based on rounds, it is possible to do
be read by DMs who have players that want to play this class. this depending on the position of several enemies in the
The following paragraphs will give a few explanations about initiative ladder. This is one way for a 5th level masked hero
the class' weaknesses, while also clearing up any confusion to deflect two attacks while only taking away Extra Attack on
regarding certain class features and how they work. Further one upcoming turn. Even if you had used it twice in-between
questions can be PM'd to me at u/VoyeurTheNinja on Reddit. turns, it still only takes away one attack no matter what.
At the same time, several of the subclasses rely on using
Multiclassing-Worries your reaction in order to access features tied into Deflective
One worry I always had with this class was paladin or bard Strike. Thus, while a hero of Retribution is allowed to use
PCs taking a dip into the masked hero to gain that feature of Deflective Strike twice in-between turns, that PC is only able
being able to use your Charisma for your attack/damage rolls. to use Judgement Blade once, as you can only get back your
Up until this final release, this class more or less had the Hex reaction on the start of your next turn.
Warrior feature from the Warlock subclass, Hexblade, as a Even heroes of Preservation/Salvation are affected by this,
way of emulating a transforming hero's ability to fight without as they can only store one resource on them before they can
needing any sort of physical strength. expend said resource for a Aegis Rune/Soul Charge on their
In this final release, that feature has been moved into next turn as a bonus action. Lastly, a masked hero's usage of
Masked Transformation, and not only that, but using Masked Deflective Strike is limited, even after 5th level, so using it
Transformation forces one's AC to be based off the following recklessly can prove fatal in later encounters.
formula: AC = 13 + your Wisdom modifier. Previously, it Can multiple masked heroes use
allowed you to keep the AC you had before you transformed,
but it has been removed so paladins/bards can't access that Deflective Strike on one creature?
Hex Warrior-esque feature without sacrificing their Armor No. To quote a few sentences, "- you must make this special
Class in return. In addition, the class has a 13 Wisdom attack before the triggering attack deals any damage," as well
requirement, a stat that a paladin/bard isn't keen on having. as, "Otherwise, the triggering attack instantly deals damage
to you instead of the friendly creature."
Deflective Strike The first masked hero to declare Deflective Strike gets to
For the DM, a masked hero constantly using Deflective Strike use it on himself - or the creature he is protecting - but the
may be frustrating, but it's the equivalent of a paladin's Divine moment he or she succeeds/fails on their attack roll, the
Smite, where it's supposed to play a key-role in battle, but triggering attack instantly deals damage to them. This is to
extensive use of it drains a masked hero's effectiveness fast. prevent any other masked hero from attempting to deflect
A good way of wearing down a masked hero PC is fielding that attack and create a domino effect of sorts.
multiple enemies with weak attacks, as a masked hero works
best when there are a small amount enemies that focus on Using spell slots for a subclass'
dealing high damage. Emphasize death by a thousand cuts. features wihout a bonded device?
You can also make use of lighting to nullify this feature, as
they require a line of sight for an ally that they are saving. If a masked hero doesn't have a bonded device, their spells
Or you can just toss in enemy creatures with saving throw known will be locked to them until they can get one. On the
abilities instead of ones that rely on attack rolls. If you want, other hand, they can still very much expend their spell slots
you can bait a masked hero to teleport next to a creature that for their subclass features like Judgement Blade, as they are
they think they are protecting, only for a spellcaster to toss in not tied to spellcasting, merely using similar resources.
a nasty area-of-effect spell at the two PCs that are now tightly Only subclasses like the Decree of Conviction require the
packed together. Unlike the characters that this class is based presence of a bonded device for some features to be used, as
on, explosions are not harmless to these costumed heroes. they specifically point out the need for one in certain features.
Encounter-Balancing Do the effects of Extra Attack (3)
If you want a reference on how you should treat a masked and Limit-Break stack?
hero in terms of balance, they are more closer to a paladin No. Extra-Attack lets you attack three times as an action on
than anything else. While Masked Transformation - and later your turn, while Limit-Break lets you attack three times with
on, Deflective Strike - are based off short rests, a masked a heroic armament as an action on your turn.
hero is a half-caster first and foremost, working best when Similar to having levels in classes with Extra Attack, their
spell slots are readily available. effects do not let you attack additional times.
Without their resources, a masked hero is just a fighter
with a worse hit die and without heavy armor proficiency. Does Deflective Strike affect those
Once Masked Transformation wears off, their damage output with Extra Attack?
also drops drastically, as they lose their ability to use their
Charisma for their weapons, and their Armor Class drops Yes. Even if you are a Fighter with Extra Attack (3) that took a
unless they have medium armor and a shield on them. 2-level dip into the class, using Deflective Strike will still take
away one of your attacks on your next turn after using it.
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