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Mask Collector [ edit ]

A man walks through a portal into another world, to try to find as many masks as he can, but a young child then steals his most dangerous mask, and threatens to destroy this other world.

Mask Collectors are fighters who use magical masks that they have found, or were given. They use these masks to attack their foes, or, possibly for more practical uses.

Creating a Mask Collector [ edit ]

When creating a Mask Collector, think about how you got your first magical mask. Were you cursed by it, but then a spellcaster was able to separate it from you? Was it a family heirloom? Was it given to you from a strange salesman?

Quick Build

You can make a Mask Collector quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Inheritor background. Third, choose a Longsword and shield, an instrument, chain mail, and an explorer's pack. Fourth, choose Athletics, Investigation, Animal Handling, and Performance as your skills.

Class Features

As a Mask Collector you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mask Collector level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mask Collector level after 1st

Proficiencies

Armor: Shields, Light Armour, Medium Armour

Weapons: All Martial Weapons, Daggers

Tools: None

Saving Throws: Strength, Constitution

Skills: Two skills of your choice, and, choose another 2 from Athletics, Acrobatics, Investigation, Nature, Animal Handling, Insight, Perception, Survival, and Performance.

Equipment

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

( a ) A Longbow and a Dagger or ( b ) Two martial weapons or ( c ) A martial weapon and a shield

) A Longbow and a Dagger or ( ) Two martial weapons or ( ) A martial weapon and a shield ( a ) A trinket or ( b ) An instrument

) A trinket or ( ) An instrument ( a ) explorer's pack or ( b ) dungeoneer's pack

) explorer's pack or ( ) dungeoneer's pack ( a ) chain mail or ( b ) leather armour or ( c ) scale mail

) chain mail or ( ) leather armour or ( ) scale mail If you are using starting wealth, you have 3d6x10 in funds.

Masks [ edit ]

At first level, you gain the ability to use magical masks. There are two types of masks, transformation masks, and non-transformation masks. To use transformation masks, you must have at least 1 level in Mask Collector. At first level you start with the Deku Mask. Every other mask you get afterwards, you must spend 1 hour adventuring away from your party (This can be done during a long rest), your DM may choose to explain how exactly you came upon the mask in this short time, whether it be by randomly finding it, or, your DM can choose to make you face an encounter, or a small dungeon.

Transformation Masks [ edit ]

Transformation masks are masks that change your appearance, as well as other features of yourself, making you either stronger, or more suited to do something. If you fall unconscious with one of these masks on, it immediately falls off, and you become your normal self once more. The Mask Collector table shows you how many times you can transform per long rest.

Deku Mask

The Deku Mask transforms you into a Deku Scrub, a wooden, plant-like creature. In this form, all fall damage you take is halved, due to your light weight. Your size becomes small and you become about 2 to 3 feet tall. In this form your AC becomes 12+Dexterity modifier, and your armour disappears off of you. You cannot use any weapons that aren't light in this form. In this form you are resistant to radiant damage and vulnerable to fire damage. In this form you get a ranged "Deku Nut" attack, range of 30 feet, dealing 1d6+Dexterity modifier bludgeoning damage. You are proficient in this attack. Your speed in this form is 25 feet. It requires a bonus action to put on this mask, and the transformation lasts 1 minute.

Goron Mask

The Goron Mask transforms you into a Goron, a large, rock-like being. Your height becomes roughly that of an average human, but you become 6 feet wide. In this form your AC becomes 14+Constitution modifier, and your armour disappears off of you. You cannot use any weapons that aren't heavy in this form. In this form, you are resistant to fire damage, and vulnerable to cold damage. In this form, you can use your bonus action to start rolling. If you start rolling, you must move at least 10 (Maximum of your speed not including magical items) feet every turn unless you use your bonus action to stop rolling. While rolling, you can roll into another creature's space (You cannot end your turn in that space), they must roll a Dexterity save, (DC=8+proficiency+Strength modifier) or be hit by you, taking 1d12 bludgeoning damage. You can only roll into a number a creatures once per turn. In this form you get a climbing speed of your speed. It requires a bonus action to put on this mask, and the transformation lasts 1 minute.

Zora Mask

The Zora Mask transforms you into a Zora, a scaled, fish-like being. Your height becomes roughly a little taller than that of an average human. In this form your AC becomes 13+Dexterity modifier and your armour disappears off of you. In this this form you are resistant to cold damage and vulnerable to lightning. In this form you can breathe in water, and are given a swimming speed of your speed. In this form you gain a weapon, "Zora Fins", dealing 1d8+Strength or Dexterity modifier slashing damage each fin, you have two fins, and these fins are light. You can also choose to detach one of your fins and throw them at an enemy up to 20 feet away, the fin will then return to you, much like boomerang, the fin returns to you after you finish your bonus action. It requires a bonus action to put on this mask, and the transformation lasts 1 minute.

Giant's Mask

The Giant's Mask transforms you into a far larger version of yourself. Your height is doubled, and you become twice as wide. Your size is large. Your movement speed increases by 10 in this form. Your weapons enlarge with you, dealing an extra 1d6 damage. You suffer a -1 AC in this form, but gain 1d8 temporary hit points. You also gain advantage on Strength checks and saves in this form. It requires a bonus action to put on this mask, and the transformation lasts 1 minute.

Fierce Deity Mask

The Fierce Deity Mask transforms you into the Fierce Deity himself, a half-elf looking being standing at 8 feet 6 inches tall. Your movement speed becomes 35 feet in this form. All of your weapons become more decorative, and have runes on them. In this form, you have a +1 bonus to hit and damage with all attacks, this increases as you level up. In this form, you have a +1 to your AC. In this form, your weapons shoot out a beam, which can hit your enemies from a further distance, given all of your attacks +5 feet range. It requires a bonus action to put on this mask, and the transformation lasts 12 seconds (2 rounds).

Majora's Mask

Majora's Mask turns you into an incarnation of Majora's soul. You stand at 10 feet tall. Your movement speed in this form becomes 40 feet. In this form, you have an AC of 15+Dexterity modifier, and your armour and weapons disappear. In this form your are given two giant whips (One in each hand), that are considered light to you, each dealing 1d10+Strength or Dexterity modifier damage. You are proficient in these. You are also given a beam of light, with a range of 60 feet, you target one enemy, they must make a Dexterity saving throw or take 1d20 lightning damage (DC=8+prof+Strength modifier). It requires a bonus action to put on this mask, and the transformation lasts 12 seconds (2 rounds).

Non-Transformation Masks [ edit ]

Non-Transformation masks are magical masks that you can put on, that just give you a bonus while wearing them.

Bunny Hood

Increases your speed by 5 when you have it on, as well as a +1 to initiative rolls. Requires a bonus action to put on or take off.

Mask of Truth

This mask gives you a +2 to all Perception, Insight, Investigation, and Arcana checks. Requires a bonus action to put on or take off.

All Night Mask

When you have this mask on, you have advantage on saves against bring charmed or being put to sleep, be it magically or not. Requires a bonus action to put on or take off.

Fighting Style [ edit ]

You adopt a particular 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

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

Hero's Path [ edit ]

At 5th level, you chose a Hero's Path. Choose between the Path of Majora, and the Path of the Fierce Deity, both detailed at the end of the class description. Your choice grants you features at 5th and again at 10th, 15th, and 19th.

Ability Score Increase [ edit ]

When you reach 4th level, and again at 8th, 12th, 16th, 19th, and 20th 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.

Spin Attack [ edit ]

At 3rd level you gain the Spin Attack ability. While using a weapon, you can take the attack action, and choose to attack all enemies within 5 feet of you, you deal your normal damage to each of them, halved. You roll to hit against all enemies with one roll. You can use this feature twice per long rest. At 17th level, you can use this feature 4 times per long rest.

Extra Attack [ edit ]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Lon Lon Milk [ edit ]

At 9th level, you have a Lon Lon Jar, filled with a white, creamy, perfect "milk". You can use your bonus action to drink it, healing 1d12 hit points. You gain another Lon Lon Jar filled with Lon Lon Milk at 13th level. Every time you drink this, you must remake it, you must gather the ingredients for one jar over the span of 1 hour for every Jar you wish to fill, you can do this during a long rest. The milk only has it's affect in Lon Lon Jars.

Dodge Roll [ edit ]

At 14th level, when an enemy that is within 5 feet of you takes the attack action (It does not have to be against you), you may you use reaction to roll 5 feet in an unoccupied space before that attack takes place, you do not provoke opportunity attacks, except from the creature that took the attack action. This is usable in all forms.

Fairy in a Bottle [ edit ]

At 18th level, you obtain a bottle, with a strange magical pink fairy residing in it. If you fall unconscious without dying, this fairy will save you, healing you 1d20 hp. You can also use it while conscious as an action, healing 2d20 hp. The fairy can only be used once per long rest.

Path of the Fierce Deity [ edit ]

A being of untapped and unknown power lies within this mask, and you have chosen to wield it.

Deity's Blood

At 5th level, you obtain the Fierce Deity Mask. Along with this, you also gain temporary hit points equal to your level whenever you enter combat.

A Fierce Soul

At 10th level, your Fierce Deity transformation's attack bonus becomes +2. You also get an additional fighting style.

The Double Helix

At 15th level, your Fierce Deity transformation's attack bonus becomes +3. You also get a weapon, only usable in Fierce Deity form, and normal form, a Legendary Greatsword known as the Double Helix Sword. This sword has a +3 bonus on rolls to hit and damage, and the sword deals 2d8 magical slashing damage. This sword requires attunement.

Attunement prerequisites: 1 level in Mask Collector, have the Fierce Deity Mask in your inventory. If not attuned, there is no bonus to hit, or damage, and it's damage becomes 2d6 slashing.

The One True Deity

At 20th level, your Fierce Deity transformation's attack bonus becomes +4. The fierce Deity transformation now lasts 1 minute.

Path of Majora [ edit ]

A being of uncontrollable destructive power resides in this mask, but you have chosen to wield it.

Majora's Playfulness

At 5th level, you obtain Majora's Mask. You also get a permanent +5 to your speed. You are also given the ability to hop 5 feet horizontally as a bonus action without provoking opportunity attacks.

Majora's Wrath

At 10th level, you add your proficiency modifier to all damage in your Majora transformation. You get an additional fighting style.

Majora's Instinct

At 15th level, you get a permanent +1 to your AC (this counts in your transformed states). You also get a 30 foot radius of blindsight in your Majora transformation.

Majora's Hunger

At 20th level, when you defeat an opponent in any form, you gain 1d8 temporary hit points. Your beam of light in your Majora transformation can now be used in all other forms. The Majora Transformation now lasts one minute.

Multiclassing [ edit ]

Prerequisites. To qualify for multiclassing into the Mask Collector class, you must meet these prerequisites: 13 Strength or Dexterity

Proficiencies. When you multiclass into the Mask Collector class, you gain the following proficiencies: Martial Weapons





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