Masquerader The slender tiefling in the dark cloak swirls around the party, giggling eerily in guests' ears. He removes his mask, places it on the Earl's face, and within moments, he's dead. Prowling the woods as a savage beast would, the half-elf shrouds her face in leaves and foliage. Then, as the dear approaches tentatively, she slays it with a swift draw and release of her longbow. The wolf howls, summoning its lupine allies, and pounces at the human. Before the wolf can even bear its teeth, the human snarls, their face turns monstrous, and the wolves flee in terror. Many in this world wear masks, but few treat them with the honour that they deserve. To a Masquerader, a mask is something to be worn with great pride and panache. Hiding one's face to them is not seen as shameful or cowardly, it is seen as beautiful and wonderous. A mask can take many different forms, from the snarling face of a fearsome beast, to the ornate fragility of one worn at a masked ball. Some Masqueraders may even use anything they can find in order to shroud their face and experiences its beauty. A Different Kind of Magic While they have an undeniable affinity with magic, Masqueraders are not typically conjurers or evokers, they use the arcane arts in conjuction with the visages they don to create wonders and destroy foul-souled devils. They use the ornate adornments on their masks to draw upon the weave, upon the fury deep inside them, or on the shadows to conceal them and slay their enemies. They manipulate the Weave within their mask, to harm, to hinder and to trick others around them. Masqueraders have a penchant for enchantment magicks and the occasional illusion. One of their main talents is the ability to channel the Weave into a painful weapon, targeting the target's mind. When a Masquerader channels the full potency of The Spirit and goes into combat, it is rare that they emerge not soaked in a creature's blood. The Spirit is a fearsome beast and an even more fearsome power. Capable of giving life to a plant or bringing the reaper to an enemy's side, a Masquerader is not one to be trifled with lightly. Macabre Performers But not all mask-wearers are Masqueraders. One can attend a masked ball or commit a crime whilst hidden behind a mask without being a Masquerader. What makes a Masquerader themselves is their treatment of life. While an earl partial to a ball treats life as one big party, or a pirate as a hearty adventure, a true Masquerader treats life as a performance. To them, birth is as simple as an enter stage left and death a grand exeunt. On the off-chance that a Masquerader takes up the sword of an adventurer, it is usually not for selfless, altruistic means. Adventuring brings glory, fame and riches. It also means that they develop the narrative that is their life. Often, Masqueraders are also adventurers to hone their performances. The drama and bloodshed of it all makes for an excellent story, and the people they encounter become

The Masquerader Level Proficiency Bonus Concealment Bonus Spirit Corruption Damage Mask Decors Features 1st +2 +2 1d8 ─ Spectral Visage, Stone-Faced 2nd +2 +2 1d8 2 Mask Decors , Spirit Corruption 3rd +2 +2 1d8 2 Spectral Deception 4th +2 +3 1d8 2 Ability Score Improvement 5th +3 +3 1d8 2 Spectral Visage Feature 6th +3 +3 2d8 3 Spirit Possession 7th +3 +4 2d8 3 Spectral Intimidation 8th +3 +4 2d8 3 Ability Score Improvement 9th +4 +4 2d8 3 Visage of Life and Death 10th +4 +5 2d8 4 Spectral Visage Feature 11th +4 +5 3d8 4 Spectral Persuasion 12th +4 +5 3d8 4 Ability Score Improvement 13th +5 +6 3d8 4 Mind of the Spirit 14th +5 +6 3d8 4 Conjure Visage 15th +5 +6 3d8 4 Spectral Performance 16th +5 +7 4d8 5 Ability Score Improvement 17th +6 +7 4d8 5 Spectral Visage Feature 18th +6 +7 4d8 5 Arcane Face 19th +6 +8 4d8 5 Ability Score Improvement 20th +6 +8 4d8 6 Immortal Visage amazing characters. Finally, Masqueraders tend to be rather proud. A Masquerader with a fresh mask is treated as a weakling; but one wearing a mask made of a worn material is treated like a veteran soldier. As adventurers, Masqueraders tend towards neutrality with a slight lean either way. Some Masqueraders simply wish to watch the world burn and have fun, while others will do anything for fame. On the occasion that one finds a truely altruistic Masquerader, this too soon proves to be another false identity. Making a Masquerader When you make a Masquerader, the most prevalent question you should ask yourself is: What does your Mask look like? While you get a rough idea from the Spectral Visage descriptions, it only gives a general appearance. The specifics should be decided by you. Perhaps your mask is stained with the blood of your foes. Is it a clear-cut image upon it or a kind of abstract art that only you understand? Does your mask look like your face, but in porcelain, or does it turn you into a completely different person when you don it. Does it visibly channel The Spirit when you use it? Does the design shift every so often, but not so much that people notice? Bear these things in mind while making a Masquerader. Your mask is your most prized possession, to treat as a throwaway ornament would be the greatest shame. As a Masquerader, by virtue of the fact that no-one truely knows them and they have absolute freedom, they are almost exclusively chaotic in one way or another. Quick Build You can make a Masquerader quickly by taking the following suggestions. Firstly, Charisma should be your highest ability score, followed by Dexterity and then Constitution. Lastly, choose the Secret Identity background. Class Features As a Masquerader, you gain the following class features Hit Points Hit Dice: 1d8 per Masquerader level

1d8 per Masquerader level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier masquerader level after 1st Proficiencies Armor: Light armor, Shields

Light armor, Shields Weapons: All simple, Rapier, Whip, Shortsword, Scimitar, Hand Crossbow

All simple, Rapier, Whip, Shortsword, Scimitar, Hand Crossbow Tools: Disguise Kits

Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose three from Acrobatics, Animal Handling, Arcana, Deception, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a whip

(a) a shield or (b) leather armour

(a) a hand crossbow and 25 bolts or (b) any simple weapon

(a) an entertainer's pack or (b) a priest's pack

A disguise kit Spectral Visage At 1st level, you choose the mask you wear as a Masquerader. You can choose from the Mask of the Phantom, Mask of the Plague, or the Mask of the Monster. The mask you choose grants features at 1st level, then again at 5th, 10th and 17th level. Your mask is a physical object and has 4 hit points. When you are reduced to hit points below this amount, your mask is shattered, and you must spend one hour channeling The Spirit to create a new one. You mask can be donned and doffed as a bonus action. While your mask is off or destroyed, you cannot use any class features that require you to be wearing your mask. Masquerader Save DC = 8 + your proficiency bonus + your Charisma modifier Stone-Faced Your mask covers your face, granting you a number of benefits while you wear it. Anonymity No-one can tell who you are in your mask with any ease, unless they have seen you don, doff or wield it. In order to deduce it is you, they must succeed on an Wisdom (Insight) check against your Masquerader Save DC to determine it is you from either your voice or your scent. Alternatively, they can attempt to discern it is you from your body language. If they choose to do so, you add 5 to the DC of the check. Any Keen Sense abilities or traits may apply to the check. Unexpressive Your mask completely conceals your facial expressions. Any Insight checks made to discern your true nature via your face automatically fail. Concealment Bonus While wearing your mask, The Spirit flows into you, filling you with energy. At the end of a short rest, choose a Charisma-based skill. Whenever you make a Charisma check using this skill, you add 2. This bonus changes according to the Concealment Bonus column of the Masquerader Table. Any features that allow you to add your Concealment Bonus to any other checks only take effect while you wear your mask. Spirit Corruption At 2nd level, you can use the Spirit as a weapon. While holding your mask, you deal 1d4 psychic damage when you hit an enemy with an unarmed strike, as you place the mask on their face and corrupt their mind. Swarms are immune to this effect. This damage changes according to the Spirit Corruption column of the Masquerader Table. Starting at 6th level, rather than dealing damage with your mask, you can force the target to make a Wisdom Saving Throw. On a success, The Spirit backfires and you are sent 5 ft. back. On a failure, the mask magically grafts to their face for 1 minute. In this time, the creature obeys any command you give. It cannot target you or any of your allies, only your enemies. Creatures who are immune to the charmed condition and swarms are immune to this effect. Mask Decors At 2nd level, you can channel The Spirit into ornate decorations for your mask. You can select 2 Mask Decors, which are detailed at the end of the class description. You gain additional Mask Decors according to the Mask Decors column of the Masquerader Table. When you gain additional mask decors, you can exchange one of your current Mask Decors for another that you do not already have. Spectral Deception At 3rd level, you have learnt to cleverly manipulate a creature using The Spirit. When you make a Charisma (Deception) check against a creature, they begin to see images confirming the lie you tell. 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. Spectral Intimidation At 7th level, even looking upon your mask can turn a creature mad. As an action, you make one Charisma (Intimidation) check against a creature Wisdom (Insight) check. The creatue must be able to see you. Regardless of the result, they take psychic damage equal to your Spirit Corruption damage. On a failure, they take 1d6 additional psychic damage at the start of their next 3 turns and become frightened of you for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest. Visage of Life and Death At 9th level, your mask has become a symbol of the circle of life. After you finish a short or long rest, you gain temporary hit points equal to your level when you first don your mask. These hit points do not disappear if you doff your mask. You also become proficient in death saving throws.

Spectral Persuasion At 11th level, people find themselves strangely drawn to your mask. When you succeed on a Charisma (Persuasion) check against a creature, they are charmed by you. While charmed in this way, allies can still attack the creature without the charm being broken. Mind of The Spirit At 13th level, The Spirit flows more heavily in your mind and in your soul. You become proficient in Wisdom Saving Throws. If you already have this proficiency, then you instead gain proficiency in your choice of Intelligence or Charisma Saving Throws. Also, all Insight checks made to discern your true nature automatically fail. Conjure Visage At 14th level, you can manifest the image on your mask as a creature. The creature has the statistics of an Air Elemental, however it has a Charisma of 16 and can speak all languages you can. It takes the appearance of the figure on your mask. Spectral Performance At 15th level, The Spirit grants you an aura of captivating beauty. As an action, you make one Charisma (Performance) check as you perform to enchant an audience. All creatures who can see you must make an Wisdom (Insight) check against the total of your check. On a failure, they become incapable of taking actions for one minute. You must maintain concentration for this effect as if concentrating on a spell. After you use this feature, you cannot use it again until you finish a long rest. Creatures who are immune to the charmed condition are immune to this effect. Arcane Face At 18th level, when your mask is destroyed, you can have it explode in a powerful arcane blast. As a reaction to your mask being destroyed, you can force all creatures within 15 ft. of it must make a Dexterity Saving Throw, taking 6d10 force damage on a failure or half as much on a success. However, this explosion causes a disruption in The Spirit. To recreate your mask after using this ability, you must perform a ritual that takes 24 hours of uninterrupted work to do. Immortal Visage At 20th level, your mask magically transmutes into an indestructible material. Your mask can be destroyed or taken off your face unless you will it to be. Spectral Visages No two masks are the same, but most come under one of three basic designs. The designs of a mask can channel The Spirit in many different ways. From the day their mask is finished, a Masquerader is entirely unique, hence the reason for Masquerader's deciding their Spectral Visages at 1st level. Mask of the Phantom Those who wear the Mask of the Phantom tend to be the most dramatic among their party, but also the most deadly. By combining elements of theatre and elements of combat, they make for a deadly combination. There was also a legend of a Phantom who prowled the streets, seeking his true love, but ultimately slaying her to keep her forever more.

Mask of the Phantom Features Level Feature 1st Mask Appearance, Macarbe Soliloquy 5th Bloody Obsession 10th Orchestra of Madness 17th All The World's A Stage Mask Appearance A Mask of the Phantom is a thing of beauty. Typically, they are crafted thin, but sturdy. They cover enough of the face to conceal you, obviously, but leave a space around the mouth for you to recite your grim monologues. Usually, these masks pair sharply with a flowing cape and fine evening suit. Macarbe Soliloquy At 1st level, you can channel The Spirit into your words. As an action while wearing your mask, you can speak beautiful words of emotion. All creatures that can hear you must make a Wisdom Saving Throw against your Masquerader Save DC. On a failure, they take 2d6 psychic damage and are charmed by you for 1 minute On a success, they take half as much damage and are not charmed. Charmed creatures can repeat the save at the end of their turn to remove the charm, howver they have disadvantage if you are within 20 ft. of them when they make it. Once you use this feature, you can't use it again until you finish a short or long rest. The damage increase by 1d6 at 5th (3d6), 10th (4d6) and 17th (5d6) level. Bloody Obsession At 5th level, you have becomne even more like The Phantom. While wearing your mask, as an action, choose one creature within 30 ft. of you to follow. For 8 hours, you have advantage on all attacks against that creature and, unless shielded by a magic effect that makes them impossible to track, you always know that creature's location. You can have one creature under these effects at a time. Orchestra of Madness At 10th level, The Spirit has manifested itself as arcane performers. You have a pool of 5 Phantasmal Players. You can summon any number of Players as an action. A Player disappears after 1 minute or when reduced to 0 hit points. Roll initative for the players. You regain uses at the end of a long rest. All The World's A Stage At 17th level, you can bend the world into a stage of your own designing. As an action, you can take all creatures on the battlefield to another world. The world appears any way you want it to be and stays for 1 minute. You decide whether or not a creature is aware of the fact it is in a different reality. They can conclude it is a different world by succeeding on an Intelligence (Arcana) check against your Masquerader Save DC. While in this reality, you add your concealment bonus to all ability checks and attack rolls. A number of creatures of your choice up to your Charisma modifier (minimum 1) can suffer a penalty equal to your concealment bonus on all attack rolls while in this world. Once you use this feature, you suffer 1 level of exhaustion and cannot use it for 24 hours. Phantasmal Player Medium Humanoid, neutral Armor Class 13

13 Hit Points equal the phantasmal player's Constitution modifier + your Charisma modifier + five times your level in this class

equal the phantasmal player's Constitution modifier + your Charisma modifier + five times your level in this class Speed 25ft. STR DEX CON INT WIS CHA 10 (+4) 17 (+3) 13 (+2) 15 (+2) 16 (+3) 20 (+5) Saving Throws Wis +5 Cha +7

Wis +5 Cha +7 Skills Performance +9

Performance +9 Damage Immunities Bludgeoning, piercing and slashing damage from non-magical attacks

Bludgeoning, piercing and slashing damage from non-magical attacks Condition Immunities Prone

Prone Senses passive Perception 13

passive Perception 13 Languages All languages its creator knows Intangibility. When targeted by a weapon attack that deals bludgeoning, piercing or slashing damage, the attack is redirected to another creature within 5ft. of the phantasmal player. Also, it can move through solid surfaces as if it were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Might of the Mask. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the attack bonus to its rapier attack, and the Save DC of its Grim Melody. Actions Grim Melody (recharge 6). All creatures that can hear the player must make a DC 15 Charisma Saving Throw, taking 6d6 psychic damage on a failure or half as much on a failure Rapier. Melee weapon attack +5 to hit, reach 5 ft. one target, hit 8 (1d8 + 3) piercing damage. This damage is considered magical for the purposes of overcoming resistances and immunities. Mask of Nature Those who don the Mask of Nature are scavengers, through and through. They use anything they can to survive, from twigs to berries. Typically, The Spirit allows them insight into the workings of nature and its poisons. Mask of Nature Features Level Feature 1st Mask Appearance, Natural Scavenger, Fist of Nettles 5th Poisonous Visage 10th Natural Resistance 17th Toxic Attunement

Mask Appearance The Mask of Nature has no set form. It can be made of anything, from leaves to stones to feathers. So long as it covers the face, it can channel the Spirit. Natural Scavenger At 1st level, your experience scavenging has granted you great survival instincts. You become proficient in improvised weaponry and martial ranged weapons, and the Survival and Nature skills. Also, you require half the amount of sustenance per day. Fist of Nettles Also at 1st level, your mask consumes your fist with nettles. You gain a one-handed melee weapon made from nettles. You are proficient in this weapon, and you use Charisma for the attack and damage bonuses. They deal 1d6 piercing damage on a hit. Poisonous Visage At 5th level, your mask has become coated in poison. When you use you Spirit Corruption, the target must make a Constitution Saving Throw or be poisoned for 1 minute. Natural Resistance At 10th level, your exposure to the elements means you become immune to disease and gain resistance to poison damage. Also, you gain advantage on saving throws against being poisoned. Fatiguing Strike At 17th level, you become a master of manipulating the flow of toxins in an enemy. As an action, you force a creature within 5 ft. of you to make a Constitution Saving Throw. On a failure, they suffer one level of exhaustion. You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain uses when you finish a long rest. Mask of the Monster Those who wear the Mask of the Monster want to see their enemies flee in terror as their face contorts into that of a writhing beast. They wish to gore their enemies with horns, or gnaw on their bones with fangs, or see them incinerated in radiant flames. Either way, creatures are sure to be dead soon after they arrive. Mask of the Monster Features Level Feature 1st Mask Appearance, Armaments of a Monster 5th Armour of the Monster, Extra Attack 10th Aspect of the Moster 17th More than a Mask Mask Appearance Your mask takes the appearance of one of three terrible monsters. Choose one of the following options for your mask appearance and the same on for all other features at higher levels. Beast. Your mask takes the appearance of a fearsome animal, such as the vicious wolf or the terrible spider. Monstrosity. Your mask has the image of a true monster ,such as a tarrasque or a steeper, emblazoned on it. Platinum Dragon. Your mask appears to be mimicry of a rare platinum dragon, Bahamut, Lendys or Tamara. Armaments of a Monster You gain a magic weapon decided by your Mask Appearance that you can use when you take the Attack action while wearing your mask. You are proficient in this weapon and you use Charisma when calculating the attack and damage bonuses of these weapons. Beast. You gain a set of sharp fangs. They deal 1d12 piercing damage on a hit. Also, you can force the target to make a Strength Saving Throw against your Masquerader Save DC or be grappled by you and take 1d8 additional piercing damage. Monstrosity. You sprout a long tail. You deal 1d10 piercing damage on a hit and it has the reach property. Also, you can force the target to make a Strength Saving Throw against your Masquerader Save DC or knocked prone. Platinum Dragon. You gain the claws of Bahamut. The claws deal 1d6 slashing damage and have the light property. These claws deal an extra 1d6 radiant damage against fiends and undead. Also, the natural defenses of a monster coat your body. While wearing your mask and no armour, your AC = 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit. The natural armour you gain looks different depending on the monster it comes from. It may be the thick skin of a monstrosity, the wirey fur of a beast, or the scales of a dragon. Extra Attack Also at 5th level, you attack twice, instead of once, when you take the Attack action on your turn. Aspect of the Monster At 10th level, you gain the physical aspect of a monster when you are wearing your mask. Beast. You gain the swiftness of a beast. You can take the Hide or Disengage actions as a bonus action on your turn, adn your speed increases by 10 ft.. Monstrosity. You gain the build of a monstrosity. As a bonus action, you can become one size larger for 1 minute. Platinum Dragon. You gain the breath of Bahamut. As an action on your turn, you can force all creatures in a 15 ft. cone in front of you to make Dexterity Saving Throws, taking 3d6 radiant damage on a failure, or half as much on a success. This damage increases to 4d6 at 17th level. This feature has a recharge (5-6) More than a Mask At 17th level, you can become the monster you wear on your mask. As an action on your turn, you can polymorph into a different creature depending on the one on your mask, assuming its stats, AC, traits. and hit points for 1 hour. When reduced to 0 hit points in this form, you revert back, returning to the number of hit points you had when you transformed. If you are knocked unconcious in this form, you revert back and remain unconcious. You cannot cast spells or use your mask in any way in this form. Your mask also cannot be destroyed