Masked Hero The Masked Hero Level Proficiency Bonus Features Transformations Spells Known 1st 2nd 3rd 4th 5th 1st +2 Masked Transformation, Eye for Injustice 3 — — — — — — 2nd +2 Fighting Style, Spellcasting, Deflective Strike 3 2 2 — — — — 3rd +2 Heroic Decree, Steadfast Resolve 3 3 3 — — — — 4th +2 Ability Score Improvement 4 3 3 — — — — 5th +3 Extra Attack 4 4 4 2 — — — 6th +3 Enhanced Transformation (1) 4 4 4 2 — — — 7th +3 Heroic Decree feature 4 4 4 3 — — — 8th +3 Ability Score Improvement 5 4 4 3 — — — 9th +4 — 5 5 4 3 2 — — 10th +4 Ward of Force 5 5 4 3 3 — — 11th +4 Heroic Decree feature 5 5 4 3 3 — — 12th +4 Ability Score Improvement 6 5 4 3 3 — — 13th +5 — 6 6 4 3 3 1 — 14th +5 Enhanced Transformation (2) 6 6 4 3 3 1 — 15th +5 Heroic Decree feature 6 6 4 3 3 2 — 16th +5 Ability Score Improvement 7 6 4 3 3 2 — 17th +6 — 7 7 4 3 3 3 1 18th +6 Unmasked Knowledge 7 7 4 3 3 3 1 19th +6 Ability Score Improvement 7 7 4 3 3 3 2 20th +6 Saviour's Radiance 7 7 4 3 3 3 2 Faceless Warriors of Self-Sacrifice Donning colourful uniforms and masks, a Masked Hero is a mystical warrior that jumps straight into the fray of combat, effortlessly deflecting the enemy's attacks while powered by magic that manifested from his will to save others. A Masked Hero focuses on moving from one side of the battlefield to the other, bolstering his allies with support spells and magic, while also cutting into the enemy with a combination of speed, power and relentless determination. The main aspect of a Masked Hero would be the mask and uniform that he dons, both channeling his powers, while enforcing the powerful image of a masked vigilante. Quick Build You can make a Masked Hero by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Lastly, choose the Folk Hero background. Artist Credit: Yang-Do (NSFW Warning)

Class Features Hit Points Hit Dice: 1d10 per Masked Hero level Hit Points at Level 1: 10 + your Constitution Modifier Hit Points at Higher Level: 1d10 (or 6) + your Constitution Modifier per Masked Hero level after 1st Proficiencies Armor: Light, medium armor, shields Weapons: Simple, martial weapons Tools: None Saving Throws: Dexterity, Charisma Skills: Choose two from Acrobatics, Athletics, Arcana, Deception, Insight, Investigation, Persuasion and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two shortswords or (b) a martial melee weapon

A shield, leather armor and an arcane focus

An explorer's pack, a shortbow and quiver of 20 arrows Masked Transformation In battle, you may don a uniform to turn into your heroic persona, with how it looks being completely up to your own will as your determination manifests it. On your turn, you can transform as a bonus action to gain the following benefits: Your AC now equals to 10 + your Charisma Modifier + your Dexterity Modifier (max 3). Alternatively, you may choose to keep the AC you had before you transformed.

You gain temporary hit points equal to 5 + your Masked Hero level. These temporary hit points last until the end of a short or long rest.

Once per turn, you can deal an extra 1d4 force damage to a creature you hit with a melee weapon attack, only if there is a friendly creature within 5 feet of your target.

If you are wielding a weapon that you are proficient with, you may use your Charisma modifier, instead of Strength or Dexterity, for that weapon's attack and damage rolls. You may only apply this to one melee weapon at a time. Your transformation lasts until the end of your next long rest, when you are reduced to 0 hit points, or when you use a bonus action on your turn to end it. Once you have transformed the number of times shown for your level in the Transformation column of the Masked Hero table, you require a long rest before you can transform again. Eye for Injustice Your senses can decipher words and sense when something is afoot. You may choose to add your proficiency bonus twice to the next Wisdom (Insight) or Intelligence (Investigation) check you make, even if you are not proficient in the skill. You can use this amount of times equal to your proficiency bonus and you regain expended uses on 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. 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 a melee weapon attack you make with two hands, you can reroll the die and must use the new roll. 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. Spellcasting When you reach 2nd level, you have finally learned how to pull energy from the same well of magic that manifests your transformations. With this awakened power, you can assist those around you with a variety of spells. Spell Slots The Masked Hero table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Masked Hero spell list at the end of the class description. The Spells Known column of the Masked Hero table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the Masked Hero spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your Masked Hero spells, as your spells are powered by sheer force of will and your desire to protect those you care about. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Masked Hero spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus You can use your arcane focus or your transformation as a spellcasting focus for your Masked Hero spells. Deflective Strike At 2nd level, the mere sight of your comrades being attacked brings out the full force of the powers within your body. Once per turn, when a friendly creature that you can see or hear and is within your movement speed range is hit by a weapon attack, you may move within 5 feet of that creature without provoking opportunity attacks to make a melee weapon attack roll. If the resulting total is equal to or higher than the opposing weapon's attack, it is deflected entirely. On a failure, the attack instantly strikes you instead of the friendly creature. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. Heroic Decree At 3rd level, you now focus on one out of several teachings that determines just how you defend your allies. Now, you can choose either the Sword of Judgement, the Shield of Justice or the Wand of Mercy, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Steadfast Resolve At 3rd level, your heroic determination allows to push through even the most tiring circumstances, all while ensuring that your will can never be broken. When you have only one level of exhaustion, you suffer no adverse effects from it. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. A Hero to One, Villain to Another A person does not have to be of good alignment to be a Masked Hero. A Masked Hero is a warrior that protects his companions, no matter what it takes, all while setting himself as a symbol to rouse morale and willpower among his allies. Thus, a Masked Hero can come from any and all types of backgrounds, as even those of evil alignment can fight for the same reasons, with the only difference being whom that he fights for. Enhanced Transformation Starting at 6th level, your transformed state has achieved its next tier of power as a sign of your growing prowess. Now, you can choose one of the following to add onto your Masked Transformation's features: Mask of All-Seeing. You can see in both magical and nonmagical darkness, and you are immune to being blinded. You also gain a bonus equal to your Charisma modifier to your passive Wisdom (Perception) score. Masterwork-Steel Armor. You gain a +2 bonus to your AC, and you gain temporary hit points equal to 10 + your Masked Hero level instead. Moving through nonmagical difficult terrain also costs you no extra movement. Armor-Piercing Gauntlets. Your weapon attacks ignore resistance to nonmagical damage and deal 1d8 force damage once per turn instead. You can now also deal this damage if you have advantage on your attack roll. Arcane-Infused Emblems. You may cast a 1st level spell twice and a 2nd level spell once without expending any spell slots. You need to take a long rest before you can use this feature again. Contingency Buckle. You can transform once per day without expending a usage, and when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You need to take a long rest before you can use this feature again. At 14th level, you can pick one additional feature of your choice. You cannnot take the same feature twice. Ward of Force At 10th level, your body constantly exudes magic manifesting from your willpower. Once per round, when a creature within 10 feet hits you with a weapon attack, they take force damage equal to 1d4 + your Charisma modifier (minimum of 1). Unmasked Knowledge At 18th level, you have unlocked arcane secrets deep within your transformed state. Choose two additional spells from the Masked Hero spell list. A spell you choose must be of a level you can cast, as shown on the Masked Hero table. The chosen spells don’t count against the number of spells you know, and you may only cast these spells while transformed. Saviour's Radiance At 20th level, your transformed state has achieved the peak of its power and turned you into a symbol of your beliefs. Now, your Masked Transformation gains the following features: When you transform, friendly creatures within 30 feet of you gain temporary hit points equal to your Masked Hero level.

When you use Deflective Strike and miss, you may choose to succeed on the attack roll instead. Once you use this feature, you require a short or long rest to use it again. Heroic Decree When a Masked Hero has achieved enough experience, he will eventually have to abide by a set of personal rules. With these rules, he shall carry an unwavering spirit, jumping into mortal danger with bravery and reckless abandon.

The Sword of Judgement A Sword of Judgement fights with unrivaled fury, charging into the fray to cover his allies and protect them through the quick elimination of their would-be attackers. Phantasmal Blade At 3rd level, Deflective Strike can now be used when an enemy creature attacks you directly. Additionally, after using Deflective Strike, you may make a special ranged weapon attack against your attacker. The attack has a 60 feet range and deals 1d4 slashing damage + your Charisma modifier, no matter what weapon you are wielding. You may choose to expend a spell slot to deal an extra 2d6 force damage after the attack hits, plus additional 1d6 for each spell slot level used higher than 1st. Vengeful Attacker At 7th level, Phantasmal Blade now deals 1d6 slashing damage + your Charisma modifier instead. In addition, if an attack still hits you after using Deflective Strike, you gain advantage on the next weapon attack you make as an action. Merciless Warden At 11th level, Phantasmal Blade now deals 1d8 slashing damage + your Charisma modifier instead. Additionally, you gain the following feature for your Masked Transformation: When you take the Attack action on your turn, you can replace one of your attacks with Phantasmal Blade. Grip of the Ghostly Blade At 15th level, strikes from your spectral blade now assault the very minds of your foes, causing them to fall to their knees in fright as spirits assail their thoughts. Phantasmal Blade now deals 1d10 slashing damage + your Charisma modifier instead, and once per round, a creature it hits that is Huge or smaller must succeed on a Charisma saving throw or be knocked prone. The Shield of Justice A Shield of Justice stands like a dam before a raging river, their armored bodies taking even the most brutal of attacks with nary a scratch or scar left as a result. Adamantium Bulwark At 3rd level, Deflective Strike can now be used when an enemy creature attacks you directly. Additionally, when using Deflective Strike, you may now add a bonus equal to half your Charisma modifier (rounded down) to your weapon's attack roll. If the attack still hits you, the damage is reduced by a number equal to 1d4 + your Dexterity modifier. You may choose to expend a spell slot to reduce the damage further by a number equal to 1d8, plus additional 1d8 for each spell slot level used higher than 1st. Stalwart Defender At 7th level, if an attack still hits you after using Deflective Strike, the damage is reduced by 1d8 + your Dexterity modifier instead. In addition, when you roll for initiative and have no use of Deflective Strike remaining, you regain one use of it. Observant Sentinel At 11th level, if you cannot see, but you are able to hear, you are aware of the locations of friendly creatures within 30 feet. Additionally, you gain the following feature for your Masked Transformation: Once per round, you may use Deflective Strike twice on the same turn while only expending one use. Rebuke Against the Wicked At 15th level, blows now violently rebound off your form and right back at your attackers as punishing surges of magic, carrying the very force they had attacked you with. If an attack still hits you after using Deflective Strike, the damage is now reduced by 1d12 + your Dexterity modifier instead, and your attacker takes force damage equal to half the amount of damage you had reduced.