Trefferpunkte
Übungen
Masked Hero
| Stufe | Übungsbonus | Eigenschaften | Transformation |
|---|---|---|---|
| 1 | + 2 | Heroic Armaments Masked Transformation | 2 |
| 2 | + 2 | Heroic Armaments Masked Transformation | 2 |
| 3 | + 2 | Heroic Armaments Masked Transformation | 2 |
| 4 | + 2 | Heroic Armaments Masked Transformation | 2 |
| 5 | + 3 | Heroic Armaments Masked Transformation | 2 |
| 6 | + 3 | Heroic Armaments Masked Transformation | 2 |
| 7 | + 3 | Heroic Armaments Masked Transformation | 2 |
| 8 | + 3 | Heroic Armaments Masked Transformation | 3 |
| 9 | + 4 | Heroic Armaments Masked Transformation | 3 |
| 10 | + 4 | Heroic Armaments Masked Transformation | 3 |
| 11 | + 4 | Heroic Armaments Masked Transformation | 3 |
| 12 | + 4 | Heroic Armaments Masked Transformation | 3 |
| 13 | + 5 | Heroic Armaments Masked Transformation | 3 |
| 14 | + 5 | Heroic Armaments Masked Transformation | 3 |
| 15 | + 5 | Heroic Armaments Masked Transformation | 3 |
| 16 | + 5 | Heroic Armaments Masked Transformation | 4 |
| 17 | + 6 | Heroic Armaments Masked Transformation | 4 |
| 18 | + 6 | Heroic Armaments Masked Transformation | 4 |
| 19 | + 6 | Heroic Armaments Masked Transformation | 4 |
| 20 | + 6 | Heroic Armaments Masked Transformation | 4 |
| Stufe | Übungsbonus | Eigenschaften | Spells Known |
|---|---|---|---|
| 1 | + 2 | Heroic Armaments Masked Transformation | 0 |
| 2 | + 2 | Heroic Armaments Masked Transformation | 2 |
| 3 | + 2 | Heroic Armaments Masked Transformation | 3 |
| 4 | + 2 | Heroic Armaments Masked Transformation | 3 |
| 5 | + 3 | Heroic Armaments Masked Transformation | 4 |
| 6 | + 3 | Heroic Armaments Masked Transformation | 4 |
| 7 | + 3 | Heroic Armaments Masked Transformation | 5 |
| 8 | + 3 | Heroic Armaments Masked Transformation | 5 |
| 9 | + 4 | Heroic Armaments Masked Transformation | 6 |
| 10 | + 4 | Heroic Armaments Masked Transformation | 6 |
| 11 | + 4 | Heroic Armaments Masked Transformation | 7 |
| 12 | + 4 | Heroic Armaments Masked Transformation | 7 |
| 13 | + 5 | Heroic Armaments Masked Transformation | 8 |
| 14 | + 5 | Heroic Armaments Masked Transformation | 8 |
| 15 | + 5 | Heroic Armaments Masked Transformation | 9 |
| 16 | + 5 | Heroic Armaments Masked Transformation | 9 |
| 17 | + 6 | Heroic Armaments Masked Transformation | 10 |
| 18 | + 6 | Heroic Armaments Masked Transformation | 10 |
| 19 | + 6 | Heroic Armaments Masked Transformation | 11 |
| 20 | + 6 | Heroic Armaments Masked Transformation | 11 |
Spell Slots per Spell Level
| Stufe | Übungsbonus | Eigenschaften | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Heroic Armaments Masked Transformation | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Heroic Armaments Masked Transformation | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Heroic Armaments Masked Transformation | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Heroic Armaments Masked Transformation | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Heroic Armaments Masked Transformation | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Heroic Armaments Masked Transformation | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Heroic Armaments Masked Transformation | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Heroic Armaments Masked Transformation | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Heroic Armaments Masked Transformation | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 0 | 0 |
| 11 | + 4 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Heroic Armaments Masked Transformation | 4 | 3 | 3 | 3 | 2 |
Klassenzauber
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 14
Stufe 15
Stufe 16
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Fortschritt bekannter Zauber
| Stufe | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bekannte Zauber | 0 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 |
Zauberwirker-Fortschritt
Übungen
light
medium
shield
simple
martial
Startausrüstung
Klasseneigenschaften
Heroic Armaments (Level 1)
As an action, you can transform a weapon that are you are wielding - and proficient in - into a tool of justice called a heroic armament. After you do so, harmless visual effects, such as floating musical notes or blue flames, can be perceived around your weapon. This benefit lasts until you finish a long rest, and ends early if you die.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). Whenever you finish a long rest, you regain all expended uses.
Masked Transformation (Level 1)
On your turn, you can transform as a bonus action to assume your heroic form and gain the following benefits:
Your Armor Class equals 13 + your Wisdom modifier. While transformed, wielding a shield doesn't increase your Armor Class. Any armor that you are wearing also merges into your heroic form, and has no effect until the end of your transformation.
You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls of any weapon attack you make with your heroic armament.
Once per turn, you can deal an extra 1d6 force damage to a creature you hit with a melee weapon attack if there is at least one friendly creature within 10 feet of that creature.
Your transformation lasts for a number of hours equal to your Charisma modifier (minimum of one hour), and ends early if you are reduced to 0 hit points or die. You can also end your transformation as a bonus action on your turn.
Your masked hero level determines the number of times you can transform, as shown in the Transformations column of the Masked Hero table. You recover all expended uses of Masked Transformation when you finish a short or long rest.
Fighting Style (Level 2)
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.
Spellcasting (Level 2)
Starting at 2nd level, you can summon a magical item called a bonded device. This device is a unique tool that is capable of channeling the power within you into the material realm in the shape of spells. See the end of the class description for the masked hero spell list.
Bonded Device
You know two 1st-level spells of your choice from the masked hero spell list. These spells, as well as every other masked hero spell that you can learn later on, can only be cast while your bonded device is on your person.
If your bonded device remains more than 5 feet away from you for more than 1 minute - or if you die - it disappears, and would need to be replaced by another bonded device.
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 spell slots.
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.
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 masked hero 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.
For example, if you know the 1st-level spell healing word and have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot.
Spellcasting Ability
Wisdom is your spellcasting ability for your masked hero spells, as your ability to attune to the raw energy within you is what shapes your spells into a variety of effects. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a masked hero spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use your bonded device as a spellcasting focus for your masked hero spells. To use a bonded device in this way, it must be held in hand, worn visibly, or borne on a shield.
Deflective Strike (Level 2)
Starting at 2nd level, you can intercept attacks meant for your allies. Once per round, when a friendly creature that you can see within 30 feet of you is hit by an attack, you can teleport to an unoccupied space within 5 feet of that creature to make one special melee weapon attack.
You can only make this attack with either a melee weapon or an unarmed strike, and you make this special attack before the triggering attack deals any damage.
This special attack also deals no damage, but if your attack roll is equal to - or higher - than the opposing attack roll, the triggering attack is deflected, and neither of the attacks deal any damage.
Otherwise, the triggering attack instantly deals damage to you instead of the friendly creature, and the damage you take is reduced by an amount equal to 5 + half your masked hero level (rounded up). You can use this feature as long as you aren't frightened or incapacitated.
After using this feature, you may only attack 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, whenever you take the Attack action, you may only attack twice instead.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). Whenever you finish a long rest, you regain all expended uses.
Heroic Decree (Level 3)
At 3rd level, you dedicate yourself to a decree that represents your idea of justice, while also granting you new abilities as a result of your unwavering faith.
Deflective Strike improvement (Level 3)
At 3rd level, you can use Deflective Strike when you are hit by an attack. When you use Deflective Strike this way, you do not teleport.
Ability Score Improvement (Level 4)
When you reach 4th 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.
Triumphant Armaments (Level 5)
Beginning at 5th level, you can attack with your heroic armament twice, instead of once, whenever you take the Attack action on your turn.
Steadfast Resolve (Level 5)
Starting at 5th level, your attunement with your heroic vitality allows you to regain bits of your fighting strength in the most dire of situations. Whenever you finish a short rest, you can recover a number of Deflective Strike's expended uses equal to half your Wisdom modifier (rounded down).
Enhanced Transformation (Level 6)
Starting at 6th level, your transformed state has achieved its next tier of power. Choose one of the following options to add onto your Masked Transformation's benefits:
- Banner of Victory.
- Heroic Seals.
- Providence Mantle.
- Rending Gauntlets.
- Vitality Plating.
Heroic Decree Feature (Level 7)
At 7th level, you gain a feature granted by your Heroic Decree.
Ability Score Improvement (Level 8)
When you reach 8th 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.
Limit-Break (Level 10)
At 10th level, you can go beyond the limits of your abilities to attain superhuman strength and agility, causing your body to break apart as you momentarily push your transformed state to the peak of its potential.
Whenever you use Masked Transformation, you can choose to take damage equal to your character level at the same time. Afterwards, you can attack with your heroic armament three times, instead of twice, whenever you take the Attack action on your turn, and your speed increases by 15 feet.
This superhuman state lasts for 1 minute, and ends early if you are reduced to 0 hit points, or die. Afterwards, at the start of your next turn, your transformed state ends early, and you suffer one level of exhaustion.
Heroic Decree Feature (Level 11)
At 11th level, you gain a feature granted by your Heroic Decree.
Ability Score Improvement (Level 12)
When you reach 12th 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.
Enhanced Transformation (Level 14)
At 14th level, you can choose one additional Enhanced Transformation option. You cannot take the same option more than once.
Heroic Decree Feature (Level 15)
At 15th level, you gain a feature granted by your Heroic Decree.
Ability Score Improvement (Level 16)
When you reach 16th 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.
Enhanced Transformation (Level 18)
At 18th level, you can choose one additional Enhanced Transformation option. You cannot take the same option more than once.
Ability Score Improvement (Level 19)
When you reach 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.
Zenith Armaments (Level 20)
At 20th level, you can use an action to elevate a heroic armament that are you are wielding into its ultimate form, granting your armament the following properties:
Any attack roll you make with the heroic armament is a critical hit on a roll of 19 or 20 on the d20.
Any creature damaged by the heroic armament has disadvantage on any attack roll that isn't made against you until the end of its next turn.
Once on each of your turns, when your heroic armament is more than 5 feet away from you, you can command it to return to your open hand.
A zenith armament lasts for 1 minute, and ends early if you die. Afterwards, your zenith armament reverts back into a heroic armament, and you require a long rest before you can use this feature again.
Multiklassen
Multiklassen-Voraussetzungen
{"cha":13,"wis":13}
Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Decree of Assimilation
Decree of Assimilation (Level 3)
The Decree of Assimilation is utilized by those who believe that knowledge and understanding are one's greatest powers. Analyzing both friend and foe in order to discover an efficient path to victory, these heroes will overcome whatever ordeals they face using precise applications of blade and diplomacy.
Decree Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Assimiliation Spells table. The spell counts as a masked hero spell for you, but it doesn't count against the number of masked hero spells you know.
| Masked Hero Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Words of Power
When you select this Decree at 3rd level, you acquire the skill of subtly weaving your words with magic. Whenever you cast the charm person spell, you can cast it without any somatic or verbal components.
In addition, you know the comprehend languages spell, and while your bonded device is on your person, you can cast it as a ritual. The spell doesn't count against your number of spells known.
Analysing Strike
At 3rd level, after using Deflective Strike, inquisitive energy envelops your blade. This unique energy lasts until the end of your next turn, and you can have only one of these on you at a time. The next time you hit an enemy creature on your turn with a melee weapon attack, you can expend this energy to force that creature to make an Intelligence saving throw against your masked hero spell save DC. On a failed save, the creature takes the damage dealt by your attack, and you can impose one of the following effects on it:
That creature takes force damage equal to your Wisdom modifier (minimum of one), and has disadvantage on the next saving throw it makes against your masked hero spells within the next minute.
Whenever you roll the damage die for an attack made with your heroic armament against that creature, you can reroll the die and must pick the highest of the two rolls. This effect lasts for 1 minute, and only applies to the damage die of your heroic armament.
At 7th level, an enemy creature that has dealt damage to you since the end of your last turn has disadvantage on the Intelligence saving throw made for your Analysing Strike.
Masterful Deceit (Level 7)
At 7th level, your expertise with lies and magical coercion are unrivaled. Whenever you cast the charm person spell, and the spell ends, the target creature of your spell can never know it was charmed by you.
Decree Enhancements (Level 11)
Starting at 11th level, you gain the following benefit for your Masked Transformation:
- Perfected Style.
Unbreakable Intellect (Level 15)
At 15th level, your calculating intellect can never falter, even while under extreme conditions. While your Analysing Strike feature applies to an enemy creature, that creature can't get advantage on attack rolls against you. In addition, you cannot be frightened or charmed while you are conscious.
Decree of Conviction
Decree of Conviction (Level 3)
The Decree of Conviction grants masked heroes the inability to accept defeat, and the resolve to turn the tide of any battle. Wielding flames conjured by their unmatched determination, these heroes decimate their enemies with both sword and fist. Retreat is never an option for these heroes, only triumph.
Decree Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Conviction Spells table. The spell counts as a masked hero spell for you, but it doesn't count against the number of masked hero spells you know.
| Masked Hero Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Decree Enhancements
When you select this decree at 3rd level, you can manifest magical gauntlets to turn your unarmed strikes into heroic armaments. You gain the following benefit for your Masked Transformation:
- Scorching Gauntlets.
Your unarmed strikes count as melee weapon attacks made with a heroic armament. In addition, whenever you take the Attack action on your turn with either an unarmed strike, or a melee weapon that you are wielding in one hand, you can make one unarmed strike as a bonus action. Your unarmed strikes also deal fire damage equal to a d6 in place of the normal damage of your unarmed strikes.
The fire damage increases when you reach certain levels in this class, increasing to d8 at 11th level, and 1d10 at 15th level.
Blazing Step
At 3rd level, after using Deflective Strike, you can use your reaction to teleport up to 10 feet to an unoccupied space that you can see, interrupting the current turn. That space must also be within 5 feet of an enemy creature that you can see.
After teleporting, you can either make one unarmed strike against that creature as part of the same action, or you can instead present your bonded device if it is on your person.
If you choose to do this, all enemy creatures that you can see within 5 feet of you must make a Dexterity saving throw against your masked hero spell save DC or take fire damage equal to 1d6 + your Constitution modifier on a failed saving throw, and half as much on a successful one.
You may expend one masked hero spell slot to deal an extra 1d6 fire damage after presenting your device, plus additional 1d6 for each spell slot level used higher than 1st, to a maximum of 5d6.
Debilitating Impact (Level 7)
At 7th level, fire damage dealt by your unarmed strikes and Blazing Step feature ignore resistance and immunity to fire damage. In addition, whenever you use Blazing Step, and your unarmed strike hits your target, that creature suffers a penalty to the next saving throw it makes. This penalty lasts for 1 minute, and equals to half your Wisdom modifier.
Decree Enhancements (Level 11)
Starting at 11th level, you gain the following benefit for your Masked Transformation:
- Burning Resolve.
You gain a bonus to your Strength checks and Strength saving throws equal to your Charisma modifier (minimum of one).
Transferral Flames (Level 15)
At 15th level, when you hit an enemy creature with an unarmed strike - and deal force damage to it - you can deal fire damage to another creature of your choice that you can see within 5 feet of your original target. This fire damage can be dealt only once on each of your turns, and equals to your unarmed strike damage die.
Decree of Execution
Decree of Execution (Level 3)
The Decree of Execution demands for the quick elimination of those that threaten the realm, as heroes of this Decree lurk in the shadows their foes. No matter where their targets may be, these masked heroes will always find their quarry, all before eliminating them with silent, deadly strikes from afar.
Decree Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Execution Spells table. The spell counts as a masked hero spell for you, but it doesn't count against the number of masked hero spells you know.
| Masked Hero Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Decree Enhancements
When you select this decree at 3rd level, you learn the art of eliminating your foes from a distance. You gain the following benefit for your Masked Transformation:
- Masked Marksman.
Once per turn, you can deal an extra 1d6 force damage to a creature you hit with a ranged weapon attack if there is at least one friendly creature within 5 feet of that creature.
The force damage increases when you reach certain levels in this class, increasing to 1d8 at 7th level, and 1d10 at 11th level.
Intercepting Shot
At 3rd level, you learn how to identify high-priority threats in battle and intercept their attacks. When an enemy creature that you can see within your weapon's normal range hits you, or a friendly creaure that you can see, with an attack, you can expend one use of Deflective Strike as a reaction to make one special ranged weapon attack against that creature.
You may only make this attack with either a ranged weapon or a melee weapon that has the thrown property, and you must make this special attack before the triggering attack deals any damage.
This ranged weapon attack does not cost ammunition, and can be made without disadvantage while an enemy creature who can see you and who isn't incapacitated is within 5 feet of you. If this attack is made with a melee weapon that has the thrown property, that weapon returns to your hand immediately after the attack is made.
On a hit, the target takes the damage dealt by your attack, and unless its previous roll was a 20 on the d20, it must reroll its attack and use the new roll.
Otherwise, your special attack misses, and you may expend one masked hero spell slot to reduce the damage dealt by the triggering attack by 2d4, plus additional 1d4 for each spell slot level used higher than 1st, to a maximum of 5d4. You may only reduce the damage dealt by the triggering attack if your special attack had missed.
After using this feature, you may only attack 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, whenever you take the Attack action, you may only attack twice instead. You cannot use this feature and Deflective Strike within the same round.
Elusive Retreat (Level 7)
At 7th level, whenever you make a Dexterity (Stealth) check, you gain a bonus to the roll equal to your Wisdom modifier (minimum of one). In addition, when an enemy creature that you can see ends its turn within 5 feet of you, you can teleport up to 10 feet to an unoccupied space that you can see. You can only use this feature once per round, and as long as you aren't blinded, frightened or incapacitated.
Decree Enhancements (Level 11)
Starting at 11th level, you gain the following benefit for your Masked Transformation:
- Vanishing Shroud.
Hunter's Tenacity (Level 15)
At 15th level, lurking in the shadows of your enemies slowly mends your injuries. You regain hit points equal to 1d6 + half your masked hero level if you end your turn in combat with fewer than half of your hit points remaining, you are in dim light or darkness, and you aren't incapacitated.
Decree of Genocide
Decree of Genocide (Level 3)
The Decree of Genocide is enforced by those that have gone down the path of death and despair. Motivated by their thirst for battle, these 'heroes' excel in granting death to their foes, and even other masked heroes, as they believe that in the end, there is no justice in the duty of a vigilante, only bloodshed.
Decree Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Genocide Spells table. The spell counts as a masked hero spell for you, but it doesn't count against the number of masked hero spells you know.
| Masked Hero Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Harrowing Visage
When you select this Decree at 3rd level, your very presence can cause even the bravest of heroes to bow down before your might. You gain proficiency in the Intimidation skill if you don't already have it. In addition, whenever you make a Charisma (Intimidation) check on a creature that can see or hear you, treat a roll of 7 or lower on the d20 as a 8.
Corrosive Chains
At 3rd level, after using Deflective Strike, your soul manifests a dark, ravenous power. This dark energy lasts until the end of your next turn, and you can have only one of these within you at a time. As a bonus action on your turn, you can expend this dark energy to target an enemy creature that you can see within 10 feet of you. The target must succeed on a Strength saving throw against your masked hero spell save DC or take 1d6 acid damage, and be bound by black chains for 1 minute. The saving throw is made with disadvantage if the target has dealt damage to you since the end of your last turn.
While a creature is bound, its speed is reduced to 0, it can't benefit from any bonus to its speed, and it can't teleport by any means short of a 3rd-level spell or higher. At the end of each of its turns, it can make another Strength saving throw. On a success, the creature breaks free as the chains vanish. On a failure, the creature remains bound by the chains, and takes 1d6 acid damage once again.
You may choose to expend a masked hero spell slot when targeting an enemy creature to target an additional number of creatures equal to the slot's level, to a maximum of two additional creatures that you can see within 10 feet of you.
The acid damage increases when you reach certain levels in this class, increasing to 2d6 at 11th level.
Insatiable Bloodlust (Level 7)
At 7th level, you are always ready for bloodshed, no matter where you find your foes. You gain a bonus to your initiative rolls equal to your Charisma modifier (minimum of one). In addition, on your first turn of each combat, if you use a bonus action to transform, you can make one weapon attack as part of the same action.
Decree Enhancements (Level 11)
Starting at 11th level, you gain the following benefit for your Masked Transformation:
- Shackles of Torment.
Malicious Defiance (Level 15)
At 15th level, the animosity within you can rouse you from the brink of death. When you make a death saving throw, and roll a 4 or lower on the d20, you can expend two uses of Heroic Armaments to treat the roll as a 20.
Decree of Preservation
Decree of Preservation (Level 3)
The Decree of Preservation heralds the arrival of heroes that shall become the stalwart defenders of the innocent. When these avengers arrive on the battlefield, any attack made by their enemies becomes futile in the face of protective wards, as these heroes seek to safeguard the lives of the innocent.
Decree Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Preservation Spells table. The spell counts as a masked hero spell for you, but it doesn't count against the number of masked hero spells you know.
| Masked Hero Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Mark of Valour
When you select this decree at 3rd level, you can generate a Mark of Valour, a badge of honour meant only for the most bravest warriors. As an action, you can expend one use of Heroic Armaments to choose one creature that you can see within 5 feet of you. That creature gains a +1 bonus to its AC. This benefit lasts until that creature finishes a long rest, and ends early if that creature dies, dons medium or heavy armor, or a shield. A creature can have only one Mark of Valour at a time.
Aegis Rune
At 3rd level, after using Deflective Strike, you generate a rune called an Aegis Rune. This rune lasts until the end of your next turn, and you can have only one rune on you at a time. As a bonus action, you can expend this rune to choose one creature that you can see within 15 feet of you. That creature gains temporary hit points equal to a d6.
These temporary hit points lasts until they are depleted, or until that creature finishes a long rest. Whenever a creature has these temporary hit points, they can move on their turn without provoking opportunity attacks from enemy creatures.
You may expend one masked hero spell slot when granting these hit points to choose an additional number of creatures equal to the slot's level, to a maximum of three additional creatures that you can see within 15 feet of you.
These temporary hit points increase when you reach certain levels in this class, increasing to 2d6 at 11th level.
Protective Ward (Level 7)
At 7th level, you can generate defensive wards within you called Protective Wards. You generate one Protective Ward whenever you use Deflective Strike, and you can store only one Protective Ward within you at a time. Whenever you finish a short or long rest, your number of Protective Wards resets to zero.
When you - or a friendly creature that you can see within 15 feet of you - takes damage from an attack, you can expend your Protective Ward as a reaction to reduce that damage by an amount equal to 1d8 + your Wisdom modifier. You cannot use this feature and Deflective Strike within the same turn.
At 15th level, the range of this feature increases to 30 feet.
Decree Enhancements (Level 11)
Starting at 11th level, you gain the following benefit for your Masked Transformation:
- Aegis Mastery.
Forceful Rebuke (Level 15)
At 15th level, your protective runes react violently to enemy attacks. When an enemy creature deals damage to a creature that has temporary hit points granted by Aegis Rune, they take 1d10 force damage at the end of their turn if you're within 30 feet of that enemy creature, and not incapacitated.
Decree of Retribution
Decree of Retribution (Level 3)
The Decree of Retribution calls for heroes to see through the lies of the sinful, before bringing them to justice with a blade of wrath. No matter how adept their enemies may be, a hero that enforces this Decree will cut through the fog of deceit that shrouds their path, before reaching out for the truth.
Decree Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Retribution Spells table. The spell counts as a masked hero spell for you, but it doesn't count against the number of masked hero spells you know.
| Masked Hero Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Eye for Injustice
When you select this decree at 3rd level, you learn how to see through the lies and deceit of those you are interrogating. You gain proficiency in the Insight skill if you don't already have it. In addition, whenever you make a Wisdom (Insight) check on a creature that you have spent at least 1 minute interacting with, you can add your proficiency bonus twice to the check.
Judgement Blade
At 3rd level, after using Deflective Strike, you can use your reaction to make a melee spell attack against an enemy creature that you can see within 30 feet of you, interrupting the current turn.
The spell attack's damage is psychic, and its damage die is a d6. You can add your Wisdom modifier to the damage roll of this attack. Hit or miss, the target of this spell attack can't take reactions until the end of your next turn.
You may expend one masked hero spell slot to deal an extra 2d6 psychic damage after the spell attack hits, plus an additional 1d6 for each spell slot level used higher than 1st, to a maximum of 5d6.
The attack's damage die increases when you reach certain levels in this class, increasing to 1d8 at 7th level, and 1d10 at 11th level.
Vengeful Retaliation (Level 7)
At 7th level, after using Deflective Strike, your blows become infused with a need for retribution. The first enemy creature you hit on your next turn with a melee weapon attack must succeed on a Strength saving throw against your masked hero spell save DC or be knocked prone. The target has disadvantage on the save if it has damaged you since the end of your last turn.
Decree Enhancements (Level 11)
Starting at 11th level, you gain the following benefit for your Masked Transformation:
- Vanquishing Armament.
Psychic Assault (Level 15)
At 15th level, you can delve into the minds of your enemies and unravel their very thoughts. As an action, you can expend one use of Heroic Armaments to cast detect thoughts, without expending a spell slot. Whenever you do this, a creature that you are focusing this spell on has disadvantage on Wisdom saving throws made in order to prevent you from probing deeper into its mind. If a creature attempts to use its action to end the spell by making an Intelligence check contested by your Intelligence check, you gain a +5 bonus to your check.
Decree of Salvation
Decree of Salvation (Level 3)
The Decree of Salvation brings heroes that shall light a path to a brighter future. With the assistance of magical familiars and spiritual weaponry, these masked heroes seek to bring hope to wherever they go, all while bestowing an invigorating energy that their souls are capable of manifesting at will.
Decree Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Salvation Spells table. The spell counts as a masked hero spell for you, but it doesn't count against the number of masked hero spells you know.
| Masked Hero Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Servant of Miracles
When you select this decree at 3rd level, you gain the ability to call upon otherwordly creatures. You gain proficiency in the Animal Handling skill if you don't already have it.
In addition, you learn the find familiar spell, and while your bonded device is on your person, you can cast it as a ritual. The spell doesn't count against your number of spells known.
At 15th level, as an action, you can merge your familiar if it is within 30 feet of you with a bonded device that is on your person. You then gain a bonus to your masked hero spell-save DC equal to half your Constitution modifier while your device is on your person. After 1 hour has passed - or in the case you lose your device - your familiar reappears in an unoccupied space within 5 feet of you while your device disappears, requiring you to replace it with another one.
Soul Charge
At 3rd level, after using Deflective Strike, you generate raw, divine energy. This radiant energy lasts until the end of your next turn, and you can store only one of these within you at a time. As a bonus action, you can expend this raw energy to choose one creature that you can see within 30 feet of you. That creature gains one Soul Charge, which equals to your Charisma modifier (minimum of one).
Once within the next 5 minutes, that creature can add this Soul Charge to one saving throw it makes. That creature can wait until after it rolls the d20 before deciding to use the Soul Charge, but must decide before the DM says whether the roll succeeds or fails. Once a Soul Charge is expended, it is lost. A creature can have only one Soul Charge at a time.
You may expend one masked hero spell slot when granting a Soul Charge to choose an additional number of creatures equal to the slot's level, to a maximum of three additional creatures that you can see within 30 feet of you.
Spiritual Emissary (Level 7)
At 7th level, you learn the animal messenger spell, and while your bonded device is on your person, you can cast it as a ritual. The spell doesn't count against your number of spells known, and whenever you cast this spell, you can choose your familiar if you can see it within range to deliver the message. Your familiar must in the animal form of either a bat, hawk, owl, or raven in order for you to do this.
Decree Enhancements (Level 11)
Starting at 11th level, you gain the following benefit for your Masked Transformation:
- Radiant Counterattack.
Divine Beacon (Level 15)
At 15th level, you can use your heroic soul to call upon divine assistance. Whenever you finish a long rest, you can choose one of the spells you know and replace it with another spell from the masked hero spell list. The replacement spell must be of a level for which you have spell slots. To do this, make an ability check using your masked hero spellcasting ability. The DC equals 10 + the spell's level, and on a success, you replace one of the spells you know with the new spell.