Beyond the safe haven of cities, Masked Heroes endlessly battle against the forces of evil. Donning mystical armor fueled by pure 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.

The man manifest an ornate set of armor over him with a single word, his hand tighty clutching his weapon before he rushes towards the incoming monstrosities and cleaves through his first kill with a magic-shrouded blade.

The dragon's claw swings towards the archer, only for a masked man to rush in-between them and deflect the attack with a swing of his blade. The dragon snarls at the faceless warrior that now stood before it, light reflecting off his mask.

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.

No matter who you are or where you came from, a Masked Hero is defined by the actions made while that mask is on, and it is while you wear that mask that those around you can see who you truly are.

Though the concept of a Masked Hero may seem like it calls for those of pure mind and body, a Masked Hero is simply one who has accepted the daemons within one's self, and is able to stand up against the nightmares lingering in the dark as their equal, all for the sake those who can't.

Perhaps you were born into a special lineage? Were you gifted such powers from strange individuals? Did it manifest within you from the sheer amount of determination you carry within yourself? Even then, such power only comes to those capable of shouldering the responsibilities that come with it.

When creating a Masked Hero character, you must have a reason as to how and why your character is able to manifest powers typically only heard of in legend.

It is with this form that a Masked Hero strikes fear into the hearts of his enemies, as it is hard to forget the appearance of the faceless warrior capable of decimating foes with ease.

While not in this form, a Masked Hero would look like every other person that you would find in the crowd. But when the time for battle comes, a Masked Hero rushes right into the thick of combat, mystical armor manifesting with no more than a simple command phrase to call it forth.

The main aspect of a Masked Hero would be the mask and uniform that one dons, both channeling innate abilities while also enforcing the powerful image of a masked vigilante.

When an ally is about to be struck, they rush in front of them to take blows that would kill lesser mortals. It is by pure willpower that these warriors do not succumb to their wounds, as they fight so others would not have to suffer.

Donning colourful uniforms and masks, a Masked Hero is a warrior that jumps straight into the fray of combat, bolstering companions with spells while also cutting into the enemy with a combination of speed and power.

Charisma is your spellcasting ability for your Masked Hero spells, as your spells are powered by sheer willpower. 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.

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.

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.

You know two 1st-level spells of your choice from the Masked Hero spell list at the end of the class description.

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.

When you reach 2nd level, you gain the ability to harness the energy made from your willpower to cast a wide variety of spells.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

When you roll a 1 or 2 on a damage die for a melee weapon attack that 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.

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.

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.

Whenever you make an attack with a melee weapon that you are proficient with, you may use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Your heroic vitality can be channeled into your equipment, allowing you to strike true with all sorts of weaponry. From your mere fists, to the mightiest of swords, no weapon feels foreign to your hands.

Once you have transformed the number of times shown for your level in the Transformations column of the Masked Hero table, you require a long rest before you can transform again.

Your transformed state lasts for a number of hours equal to half your Charisma modifier (rounded up). It ends early when you are reduced to 0 hit points, die or when you use a bonus action on your turn to end it.

In battle, you can conjure a form made of pure force of will to assume your heroic persona. On your turn, you can transform as a bonus action to gain the following benefits:

You start with the following equipment, in addition to the equipment granted by your background:

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 sight of your comrades being attacked now brings out the full might of the powers within you. Once per round, when a friendly creature that is in sight and within 30 feet of you is targeted by an attack, you may teleport to an unoccupied space within 5 feet of that creature to make a special melee weapon attack. This attack deals no damage, but if your attack roll is equal to - or higher - than the opposing attack roll, the opposing attack is deflected entirely, and both attacks deal no damage. Otherwise, the opposing attack hits you instead of the friendly creature, and the damage dealt to you is reduced by a number equal to your Constitution modifier + half your Masked Hero level (rounded up). You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Heroic Decree At 3rd level, you can now focus on one out of several paths . Now, you may choose either the Sword of Retribution, the Shield of Virtue, the Wand of Salvation, the Fist of Valour or the Arrow of Execution, 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.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Valiant Resolve Starting at 5th level, your time in the battlefield has honed your reflexes, as well as your ability to defend your comrades, and yourself, from the blows of your enemies. You may now use Deflective Strike twice on the same turn, while only expending one use of it. After you use this feature, you may attack only once, instead of twice, when you take the Attack action on your next turn. If you are able to attack three times, instead of twice, when you take the Attack action, you may only attack twice instead after using this feature. In addition, you now regain all expended uses of Deflective Strike when you finish a short or long rest.

Enhanced Transformation Starting at 6th level, your transformed state has achieved its next tier of power. Now, you can choose one of the following to add onto your Masked Transformation's features: Mask of All-Seeing. You can now see in both magical and nonmagical darkness, and you also gain a bonus to your passive Wisdom (Perception) score. This bonus equals to your Charisma modifier. Masterwork-Steel Armor. You receive a +1 bonus to your AC, and whenever you receive bludgeoning, piercing, and slashing damage, the damage dealt to you is now reduced by a number equal to your proficiency bonus. Armor-Rending Gauntlets. Your weapon attacks ignore resistance to nonmagical damage, and deal 1d6 force damage once per turn instead. You can now also deal this damage if you are attacking an enemy creature that has dealt damage to you since the end of your last turn. Arcane-Infused Emblems. You may cast a 1st level spell twice, or 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 Belt. You may use Deflective Strike once per day without expending a usage, and when you are reduced to 0 hit points but not killed outright, you can make a DC 10 Charisma saving throw. If you succeed, you 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 choose one additional feature. You cannot take the same feature more than once.

Restriction-Breaker At 10th level, you can now shatter the limits of your powers to momentarily attain tremendous strength and speed. When you transform, you can also choose to shatter your physical limits. Afterwards, you can attack three times, instead of twice, whenever you take the Attack action on your turn, and other creatures have disadvantage on opportunity attack rolls against you. This state lasts for 1 minute, and ends early if your transformation ends before 1 minute has passed. Afterwards, you must roll a d20. If you roll a number higher than your Masked Hero level, you suffer one level of exhaustion. You may use this feature only once per transformation. At 20th level, you no longer need to roll a d20 after 1 minute, or if your transformation ends before 1 minute has passed. Restriction-Breaker now ends without any effects. In addition, while using Restriction-Breaker, your weapon attacks now score a critical hit on a roll of 19 or 20 on the d20, and whenever you score a critical hit with a weapon attack, you regain one use of Deflective Strike.