Masked Hero As the dragon's claw swings towards the archer, a masked man appears in-between them and deflects the beast's attack with a swing of his blade, sparks flying as the dragon glares at the brave, faceless warrior suddenly standing before it. Summoning an ornate set of armor with a single, hush whisper, the lone man tighty clutches his greatsword's hilt, glares at the crowd of rushing monstrosities before him, and cleaves through his first kill as magic shrouds his blade. Beyond the safe haven of cities, Masked Heroes endlessly battle against the forces of evil. Capable of donning mystical armor fueled by pure force of will, these men take up heroic personas to battle as the world's faceless defenders. They fight for those who can't, and do so even if their efforts are unrecognized.

The Masked Hero Level Proficiency Bonus Features Transformations Spells Known 1st 2nd 3rd 4th 5th 1st +2 Masked Transformation, Righteous Warrior 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 3 3 3 — — — — 5th +3 Extra Attack 3 4 4 2 — — — 6th +3 Enhanced Transformation (1) 4 4 4 2 — — — 7th +3 Heroic Decree feature 4 5 4 3 — — — 8th +3 Ability Score Improvement 4 5 4 3 — — — 9th +4 — 4 6 4 3 2 — — 10th +4 Restriction-Breaker 4 6 4 3 3 — — 11th +4 Heroic Decree feature 5 7 4 3 3 — — 12th +4 Ability Score Improvement 5 7 4 3 3 — — 13th +5 — 5 8 4 3 3 1 — 14th +5 Enhanced Transformation (2) 5 8 4 3 3 1 — 15th +5 Heroic Decree feature 5 9 4 3 3 2 — 16th +5 Ability Score Improvement 6 9 4 3 3 2 — 17th +6 — 6 10 4 3 3 3 1 18th +6 Unmasked Knowledge 6 10 4 3 3 3 1 19th +6 Ability Score Improvement 6 11 4 3 3 3 2 20th +6 Restriction-Breaker improvement 6 11 4 3 3 3 2 Faceless Warriors of Self-Sacrifice Donning colourful uniforms and masks, a Masked Hero is a warrior that jumps straight into the fray of combat, powered by magic that manifested from his will to save others. A Masked Hero focuses on bolstering his companions with support spells and magic, while also cutting into the enemy with a combination of speed and power as he rushes in front of allies to take blows that would kill lesser men. It is by pure willpower that these warriors do not succumb to the wounds they receive, as they fight so others would not have to suffer. The Man Beneath the Mask The main aspect of a Masked Hero would be the mask and uniform that he dons, both channeling his abilities while also enforcing the powerful image of a masked vigilante. While not in this form, a Masked Hero would like every other man that you would find in the crowd. But when the time for battle comes, a Masked Hero rushes right into the thick of combat, his armor manifesting around his body with no more than a simple command phrase to call it forth. 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. Creating a Masked Hero 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. 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. 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 himself, and is able to stand up against the nightmares lingering in the dark as their equal, all for the sake those who can't. No matter who you are or where you came from, a Masked Hero is defined by the actions he makes while he dons that mask, and it is while he wears that mask that those around a Masked Hero can see him for who he truly is as a person. 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.

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, an explorer's pack and an arcane focus

Leather armor, a shortbow and quiver of 20 arrows Masked Transformation In battle, you may conjure a uniform 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 gain temporary hit points equal to 5 + your Masked Hero level. These temporary hit points last until they are depleted or your transformation ends.

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.

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. 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. 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. Righteous Warrior Your heroic vitality allows you to sense corruption and funnel your resolve into your weapons. With this, you may add your proficiency bonus twice to the next Wisdom (Insight) check you make, even if you are not proficient in the skill. You have a number of uses equal to your proficiency bonus. You regain any expended uses on a long rest. Additionally, when 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 two melee weapons at a time. 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 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. 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 now 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 willpower and your desire to protect your companions. 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 and is within 30 feet of you is hit by a weapon or spell attack, you may teleport and appear in an unoccupied space within five feet of that creature to make a special melee weapon attack roll. If your attack roll is equal to or higher than the opposing weapon or spell's attack roll, the opposing attack is deflected entirely. On a failure, the opposing attack immediately 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 will determine how you will operate in the field. Now, you can choose either the Sword of Judgement, the Shield of Justice, the Wand of Mercy, or the Shackles of Persecution, 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 of 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 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. A Hero to One, Villain to Another An adventurer does not necessarily have to be of good alignment to be a Masked Hero. A Masked Hero protects his companions from all sorts of harm, all while setting himself as a symbol to rouse morale among his allies. Even those of evil alignment can fight for those very reasons. 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 to your passive Wisdom (Perception) score equal to your Charisma modifier. Masterwork-Steel Armor. You receive a +2 bonus to your AC, and you gain temporary hit points equal to 10 + your Masked Hero level instead. These temporary hit points also now last until they are depleted or you finish a long rest. Armor-Rending 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 choose one additional feature. You cannot take the same feature more than once. Restriction-Breaker At 10th level, you can now shatter the magical bonds that regulate your powers to momentarily attain tremendous strength and speed, all at the risk of overexerting yourself. While transformed, you can use a bonus action to break your limits. Afterwards, you can attack three times instead of twice when you take the Attack action, and other creatures have disadvantage on opportunity attack rolls against you. This superhuman state lasts for 1 minute and ends early if your transformation also ends. Afterwards, you must roll a d20. If you roll a number higher than your Masked Hero level, you suffer one level of exhaustion and take 1d4 force damage. 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. Restriction-Breaker now ends without any adverse effects. In addition, while using Restriction-Breaker, your melee weapon attacks now score a critical hit on a roll of 19 or 20 on the d20, and when you score a critical hit with a melee weapon attack, you regain one use of Deflective Strike. Unmasked Knowledge At 18th level, you have discovered the ability to manipulate your transformed state to fuel specific spells that you would normally not be able to cast. Choose two 5-level spells from the Masked Hero spell list. The chosen spells don’t count against the number of spells you know. While transformed, you may cast one of these spells without expending a spell slot. After casting the spell, your transformation ends early at the start of your next turn. Once you use this feature, you need to take a long rest before you can use it again.

Heroic Decree When a Masked Hero has achieved enough experience in the battlefield, he shall bond to a certain style of combat as the vitality within his body evolves into its next stage of power. Granting a Masked Hero new abilities that shall define the way he battles his foes, a Masked Hero can take up one out of several Decrees, each with their own unique strengths. The Sword of Judgement A Sword of Judgement fights with unrivaled fury, acting as an inquisitor of sort to any and all, while defending his allies on the field through the quick elimination of their attackers. Fearsome Interrogator When you select this decree at 3rd level, you are able to get what you need to know out of people with ease, all through the palpable energy that your words carry. You gain proficiency in Charisma (Intimidation) checks, and whenever you make a Charisma (Intimidation) check to extract information out of a person, you may expend a use of Righteous Warrior to add your proficiency bonus twice to the check. Phantasmal Blade When you select this decree 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 a creature that is in sight and within 40 feet of you. This attack can be made at an enemy within 5 feet without disadvantage, counts as magical and deals 1d4 + your Charisma modifier force damage. 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 + your Charisma modifier force damage, and has a range of 45 feet instead. In addition, if an attack still hits you after using Deflective Strike, you gain advantage on the next melee weapon attack you make as an action. Merciless Justicer At 11th level, Phantasmal Blade now deals 1d8 + your Charisma modifier force damage, and has a range of 50 feet 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, your spectral blade now assaults the very minds of your foes, causing them to collapse in fright as phantoms force them to relive their crimes right before their eyes. Phantasmal Blade now deals 1d10 + your Charisma modifier force damage instead, has a range of 60 feet, and once per round, a creature it hits (if it is not immune to fear) must succeed on a Charisma saving throw or fall prone. Starting Wealth A Masked Hero typically starts out with a certain amoung of wealth, much like every other adventurer. The amount is calculated as such: 5d4 x 10 GP The Shield of Justice A Shield of Justice stands like a dam before a raging river, his armored body deflecting a thousand devastating blows as he beats back even the mightiest of foes with blade and shield. Shield Guardian When you select this decree at 3rd level, you awaken with innate combat tactics that shall help defend your allies in the battlefield. You now gain the following Fighting Style: 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, and you cannot use this feature and Deflective Strike on the same turn. Adamantium Bulwark When you select this decree 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 to your weapon's attack roll. This bonus equals to half your Charisma modifier (rounded down). If an attack still hits you after using Deflective Strike, 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, Adamantium Bulwark now reduces damage by a number equal to 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. Indestructable Sentinel At 11th level, once per round, you may use Deflective Strike twice on the same turn while only expending one use. Additionally, you gain the following feature for your Masked Transformation: When you are hit by a weapon or spell attack, you may use your reaction to reduce the damage using Adamantium Bulwark. You cannot use this feature and Deflective Strike on the same turn. Rebuke Against the Wicked At 15th level, mighty 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. Adamantium Bulwark now reduces damage by a number equal to 1d10 + your Dexterity modifier instead, and your attacker takes force damage equal to half the amount of damage you had reduced.

The Wand of Mercy A Wand of Mercy stands as a beacon of hope among his peers, enfusing his allies with a radiant light capable of shielding one from blows and even prolonging death itself. Battlefield Apothecary When you select this decree at 3rd level, you are gifted with knowledge surrounding the art of medicine to save those that require aid in battle. You gain proficiency in Wisdom (Medicine) checks, and whenever you make a Wisdom (Medicine) to stabilize a dying creature, you may use a bonus action to do so. Luminescent Soulfire When you select this decree at 3rd level, Deflective Strike can now be used when an enemy creature attacks you directly. Additionally, after using Deflective Strike, you may touch a creature to grant them a Soulfire Charge. This Charge equals to your proficiency bonus. Once within the next 1 minute, a creature may add this Charge to one saving throw they make, or they may add it to their AC as a reaction to one attack. A creature can have only one Soulfire Charge at a time. You may choose to expend a spell slot to restore hit points equal to 1d6 + your Charisma modifier to the same creature, or a different creature within 5 feet, plus additional 1d6 for each spell slot level used higher than 1st. Sanctified Protector At 7th level, when you use Deflective Strike and restore hit points to a creature with Luminescent Soulfire on the same turn, you do not expend a use of Deflective Strike. In addition, you now restore hit points equal to 1d8 + your Charisma modifier with Luminescent Soulfire instead, plus additional 1d8 for each spell slot level used higher than 1st. Radiant Custodian At 11th level, when a creature adds a Soulfire Charge to their AC as a reaction, their AC is now increased until the start of their next turn instead. Additionally, you gain the following feature for your Masked Transformation: Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach. If you hit a creature with an opportunity attack, the target takes extra radiant damage equal to half your Masked Hero level (rounded down). Blazing Flames of Faith At 15th level, the invigorating energy you grant is now capable of infusing weapons with purifying flames, making even the dullest blade cut through the thickest of armor. A creature can now spend a Soulfire Charge to empower their weapon attacks as a bonus action. Until the end of their turn, the creature gains a bonus to their attack rolls equal to half your Charisma modifier (rounded down). The Shackles of Persecution A Shackle of Persecution sees the battlefield as a prison and itself as its warden, wielding chains capable of binding even a deity to grab a careless enemy and turn it into easy pickings. Chains of Babylon When you select this decree at 3rd level, Deflective Strike can now be used when an enemy creature attacks you directly. Additionally, after using Deflective Strike, you may launch spectral chains at a creature that is in sight and within 25 feet of you. The creature must then succeed on a Charisma saving throw to escape or be chained. While you are within 25 feet of it, a chained creature can't take any reactions, its speed reduced to 0 and it can't benefit from any bonus to its speed. At the end of each of its turns, a chained creature takes 1d8 psychic damage and can repeat the saving throw. On a success, the creature takes only half damage and breaks itself free. If a chained creature attempts to break free by means of a teleportation spell, they still must make the saving throw, but with advantage. On a success, the creature breaks itself free and takes no damage. If you are reduced to 0 hit points, or you move 30 feet away from a chained creature, the creature immediately breaks free and takes no damage. You may choose to expend a spell slot to target an additional number of creatures equal to the slot's level. Additional targets must also be within 25 feet of you. Inescapable Jailer At 7th level, when a chained creature attempts to escape or break free from your chains, you may use your reaction to reduce the creature's saving throw by a number equal to your Charisma modifier. In addition, when you take the Attack action on your turn, you can add a 10 feet bonus to the reach of one melee weapon attack you make. If the attack hits, your target can't take reactions until the start of its next turn, and you can move that creature in a straight line 10 feet closer to you. Wrathful Warden At 11th level, when a creature fails its saving throw to escape or break free from your chains, the next attack roll made against that creature has advantage. 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 Chains of Babylon. No Escape from Purgatory At 15th level, the chains you call forth from beyond now surge with an iron grip, as even those that try to escape from you by magical means can no longer rely on even that to save them. A chained creature now take 2d8 psychic damage at the end of their turns instead, and whenever a chained creature attempts to break free by means of a teleportation spell, they no longer make the saving throw with advantage. On a failed save, a creature that attempted to break free by means of a teleportation spell takes an additional 1d10 psychic damage.