The legendary mask actives were based on traditional japanese masks as well. All in all a fun flavorful monk.

Here is a list of WIP titles for the monk subclasses to come, as well as general design notes. Feel free to tell me if one in particular interests you and I can bump it up the release schedule. Most monks will require some polish before I'll show them off but I should be able to accommodate requests.

Hey guys, here's whats up. I will be releasing a bunch of monks, usually about once per day. Most of them are already mostly done, but I want some feedback on them before I make them into a compendium. Depending on feedback/popularity I'll work on polishing and reworking the best ones and wrapping them up with nice art into a compendium.

Way of the Fabled Facade

Masks of the Way of the Fabled Facade seek to replicate the oldest order of monks - Monks that appear in legends and fabled tales. They are able to channel their power with the help of a personal artifact, a simple mask, and use it to great effect. Advanced monks of this order develop a terrifying and mystical habit of appearing and dissapearing at a whim.

Legendary Masks

At level three, you gain a mask that use to connect to legends past and channel their fabled abilities. You gain proficency in the performance skill and the intimidation skill, and the benefits for the corrosponding mask. Chooose one mask:

Hunter: a gleaming white oni mask - Gain proficency in the Perception skill. You can use your bonus action to try to spot a weakness in a creature that you can see within 60 feet of you. Make a Wisdom (Perception) check contested by the target’s Dexterity (Stealth) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

a gleaming white oni mask - Gain proficency in the Perception skill. You can use your bonus action to try to spot a weakness in a creature that you can see within 60 feet of you. Make a Wisdom (Perception) check contested by the target’s Dexterity (Stealth) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. Might: a snarling red mask - Gain proficency in the Athletics skill. When a creature fails the skill contest to resist being shoved, they both get pushed back and fall prone. You can shove using a bonus action.

a snarling red mask - Gain proficency in the Athletics skill. When a creature fails the skill contest to resist being shoved, they both get pushed back and fall prone. You can shove using a bonus action. Silence: , an expressionless mask with empty eyes- Gain proficency in the Stealth skill, and can use a bonus action to hide. You remain hidden for 10 feet as long as you begin your movement hidden.

, an expressionless mask with empty eyes- Gain proficency in the Stealth skill, and can use a bonus action to hide. You remain hidden for 10 feet as long as you begin your movement hidden. Nightmare: a terrifying blue oni mask with horns - You have advantage on Intimidation checks. When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

a terrifying blue oni mask with horns - You have advantage on Intimidation checks. When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. Vixen: a delightful masquerade fox mask - Gain proficency in the Diplomacy skill. You can use a bonus action to beguile an enemy creature to dissuade it from attacking you. When you do, the target must make a Wisdom saving throw. If they fail, they are charmed by you until the start of your next turn, and will not take hostile actions against you, but may target your companions.

a delightful masquerade fox mask - Gain proficency in the Diplomacy skill. You can use a bonus action to beguile an enemy creature to dissuade it from attacking you. When you do, the target must make a Wisdom saving throw. If they fail, they are charmed by you until the start of your next turn, and will not take hostile actions against you, but may target your companions. Trickery: a ornate monkey mask - Gain proficency in the Deception skill. When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.

Once per short rest you can use your mask (no action required) to strengthen your connection with the legends. For one minute your proficiency bonus is doubled for any ability check you make that uses skills granted by this feature. You can use Wisdom as the ability score for the skill check instead of whatever it was.

Theatrical presense

At 6th level, when you use your mask to strengthen your connection to the legends, you can use a bonus action to cast a spell that lasts until the end of your next turn, which does not require concentration or expend a spell slot.

You also can cast Utility spell corrosponding to your mask with the casting time of a minute. During this minute you can make a performance, and you can target any creature who watches your performance. Any creature who watches the performance also has disadvantage on the spell's save, if it has one.

Mask Don spell Utility spell Hunter Hunter's mark Detect thoughts Might Enlarge Enhance ability Silence Invisibility Blindness/deafness Nightmare Crown of madness Fear Vixen mask Suggestion Calm emotions Trickery mask Mirror image Phantasmal force

Face Swap

At 11th level, you learn the disguise self spell, and you learn how to make more use out of your mask:

You can smear the blood or hair of an humanoid on your mask, which absorbs that humanoid's likeness. Those who see you while you are wearing your mask find you indistinguishable from the humanoid without resorting to magical means.

You can spend an hour of light activity embellishing your mask. Pick a creature type. Enemies of the chosen type have to make a Wisdom Save against the user to target them. If the user deals damage or casts a spell on any of the chosen enemies, the mask loses this effect.

You can create a mask from the corpse of a non-humanoid creature that has died in the last minute. After carving off parts of the creatures face, you can use an hour of light activity to fashion them to one of your masks- which absorbs its likeness. As long as you are the same size class as the creature, while wearing the mask you now appear to that race of creature as as an average individual. Your have advantage on social checks with creatures of that race.

Aura of the Unfathomable

At 17th level, you learn to traverse the world in an manner as inexplicable and uncanny as the legends your power draws from. You can tell if any particular location within 30 feet of you is in line of sight of a hostile creature. If you are out of line of sight of any hostile creatures you can teleport to any other location that is also out of line of sight. Each foot of this teleportation cost one foot of movement.