Masked Hero

The orc slashes its axe across the archer's abdomen, causing her to drop to her knees in pain. When the warrior swings its weapon again to deal the killing blow, a figure appears before them in the blink of an eye, and deflects the attack with one sword strike. The bleeding archer gasps, before gazing up in awe at the helmeted, violet warrior that now stands over her.

Uttering a command-phrase, a red suit of armor begins to manifest around the mysterious stranger. As the armor-pieces join together in perfect harmony, an audible melody rings in the air, as if heralding the arrival of a saviour. When the tune finally ends, the crimson knight unsheathes a flaming blade.

Driving the entire length of the blue blade straight into the orc's torso, the gigantic beast cries out in pain before the masked figure sends it reeling backwards with a blazing kick. Right as the monster's back hit the wall behind it, its howl of pain is silenced by a burning fist that caves-in its skull. The beast finally dead, its body crumbles away as ash in the wind.

Beyond the safe haven of cities, masked heroes endlessly battle against the forces of evil. Donning suits of armor fueled by their force-of-will, these warriors take up heroic personas to fight as the world's faceless defenders. They fight for those who can't, and do so even if their efforts are unrecognized.

Faceless Warriors of Self-Sacrifice

Donning colorful uniforms and masks, a masked hero is a selfless warrior that jumps straight into combat without any hesitation. Wielding weapons and a variety of spells to assist their companions on the battlefield, their abilities shine at their brightest when these masked warriors are standing side-by-side alongside other daring adventurers.

But it is during the critical moment when an ally is about to be struck where a masked hero shows their true potential. In mere seconds, a masked hero can appear in front of allies to absorb - if not deflect - blows that would kill lesser beings. It is through sheer willpower that they do not die to their wounds, as they fight, so others do not have to suffer.

No matter where the battlefield may be, these heroes never hesitate to appear. As they take to the fields of battle in their masked forms, their mere presence is enough to bolster any warriors that find themselves fighting alongside these faceless avengers. Whenever a person is in need of help, the arrival of a masked hero is only seconds away.

The Persona Beneath the Mask

The defining aspects of a masked hero are the mask and uniform that they don, both channeling innate abilities while also enforcing the unforgettable image of a faceless vigilante of justice.

While not in this form, a masked hero looks like any other person that you would find in the crowd. But whenever the time for battle comes, a masked hero rushes right into the forefront, mystical armor and weapons manifesting into view with no more than a single command to call them forth.

It is with this form that a masked hero strikes fear into the hearts of their enemies, as it is hard to forget the appearance of the enigmatic warrior that is capable of decimating several opponents with ease.

The Masked Hero
Level Proficiency
Bonus
Features Transformations Rider Pool
1st +2 Heroic Armaments, Masked Transformation 2 0
2nd +2 Attack Rides, Deflective Strike 2 2
3rd +2 Heroic Decree 2 3
4th +2 Ability Score Improvement 2 4
5th +3 Triumphant Armaments, Steadfast Resolve 2 5
6th +3 Enhanced Transformation (1) 2 6
7th +3 Heroic Decree feature 2 7
8th +3 Ability Score Improvement 3 8
9th +4 Deflective Strike improvement (1d6) 3 9
10th +4 Limit-Break 3 10
11th +4 Heroic Decree feature 3 11
12th +4 Ability Score Improvement 3 12
13th +5 Deflective Strike improvement (1d8) 3 13
14th +5 Enhanced Transformation (2) 3 14
15th +5 Heroic Decree feature 3 15
16th +5 Ability Score Improvement 4 16
17th +6 Deflective Strike improvement (1d10) 4 17
18th +6 Enhanced Transformation (3) 4 18
19th +6 Ability Score Improvement 4 19
20th +6 Zenith Armaments 4 20

Creating a Masked Hero

When creating a masked hero, you must first decide how your character acquired the powers that they wield. Were they gifted to you from mysterious individuals? Perhaps you found a mysterious device buried within an ancient crypt? Are these powers something that you had desired, or was it a matter of taking up a mantle that had been passed onto you?

Even though the concept of a masked hero may seem like it calls for those of both pure mind and body, you need only an unwavering force-of-will, and the ability to turn that will into a weapon, in order to hone your abilities. The reason why you are able to do this can vary, whether it is because you fight for the sake of people that you care about, or because you had been given some sort of mysterious purpose alongside your newfound powers.

Quick Build

You can make a masked hero quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution, and Dexterity. Second, choose the folk hero background.


Class Features

Hit Points

Hit Dice: 1d8 per masked hero level

Hit Points at Level 1: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your

Constitution modifier per masked hero level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: Disguise kit

Saving Throws: Dexterity, Charisma

Skills: Choose two from Acrobatics, Athletics, Insight,

Investigation, Perception, Persuasion, and Stealth

Equipment

You start with the following equipment, in addition to the

equipment granted by your background:

  • Scale mail, a shield, and a martial melee weapon
  • (a) three handaxes or (b) a shortbow and 20 arrows
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Heroic Armaments

You can infuse weapons with your vitality to turn them into valiant weapons. As an action, you can turn one weapon that you are proficient with, and is on your person, into a weapon of valour called a heroic armament. Alternatively, you can use your action to turn three weapons that lack the special and versatile properties, have the thrown property, and are on your person, into heroic armaments. Until you finish a long rest, harmless visual effects, such as lightning, surrounds your heroic armaments. This benefit ends early if you die.

You can use this feature a number of times equal to your Constitution modifier (minimum of once). Whenever you finish a long rest, you regain all expended uses.

Masked Transformation

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 Charisma 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 another enemy of the target is within 10 feet of that creature.

Your transformation lasts for a number of hours equal to your Constitution 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.

Bonded Device

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 Attack Rides. See the end of the class description for the masked hero spell list.

Your Bonded Device

The spells that you cast are all channeled through the focal point that is your bonded device. With this special tool, you can shape the energy within you to bolster both your allies - and yourself - in the heat of battle with a variety of abilities.

Linked Device. Your bonded device disappears if it is more than 30 feet away from you for 1 minute or more. It also disappears if you summon another bonded device, or if you die.

Summoning a Device. To summon a bonded device - or replace one you've lost - you can perform a special 1-hour ritual over the course of a short rest to summon a bonded device.

This process costs 30 gp, which represents the raw materials that you require in order to construct the device's physical form. At the end of the ritual, your bonded device appears at your feet.

The Device's Appearance. How your bonded device appears upon summoning can range from the mundane to the extravagant. It could be in the shape of a belt with various trinkets inserted into it, a colourful arm-brace with several magical symbols and icons, or even an intricate, colourful wand with arcane runes engraved into it. How it looks is based completely on what you desire upon summoning it.

Attack Rides

Starting at 2nd level, you learn how to channel the power of your bonded item into special abilities known as Attack Rides. An Attack Ride requires you to spend Rider points each time you use it. You know two Attack Rides, which are detailed in the “Attack Rides” section below. You can replace one Attack Ride with one other from this list that you meet the requirements for as part of a long rest. You can prepare one additional Attack Ride of your choice at 6th level, a fourth at 9th level, a fifth at 11th level, a sixth at 13th level and a seventh at 17th level.

Some Attack Rides allow you to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. Attack Ride that list a spell followed by a * are spells introduced in Xanathar's Guide to Everything. To cast an Attack Ride spell, you use its casting time and other rules, but you don’t need to provide material components for it.

When you cast a spell with an Attack Ride, it uses your Charisma modifier for attack rolls and saving throws, and is cast at the spell’s lowest level unless otherwise specified. Once you reach 6th level, you can cast a masked hero spell you know at up to 3rd level by spending 3 Rider points rather than its normal cost. At 11th level, you can cast masked hero spells you know at 4th level (4 Rider points), and at 17th level you can cast them at up to 5th level (5 Rider points).

Rider Points

Starting at 2nd Level, your Training allows you to harness the power of your bonded item. Your access to this energy is represented by a number of Rider points. Your masked hero level determines the number of points you have, as shown in the Rider Points column of the Masked Hero table.

When you spend a Rider point, it is unavailable until you finish a short or Long Rest, at the end of which your bonded item fully recharges.

Some of your Rider features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:

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 bonded device as a spellcasting focus for your Attack Rides. To use a bonded device in this way, it must be held in hand, worn visibly, or borne on a shield.

A Hero to One, Villain to Another

Despite the popular image of a heroic defender of justice, one does not have to be of good or even neutral alignment to be a masked hero.

A masked hero is simply a steadfast warrior that is determined to protect any ally on the battlefield, their unwavering will driving them to defeat those that stand in the way of their ideals and goals.

Regardless of one's beliefs, a masked hero's powers is fueled purely by the unbreakable spirit within them, granting abilities unlike any other.

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Deflective Strike

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 Charisma modifier (a minimum of once). Whenever you finish a long rest, you regain all expended uses.

You can also use Deflective Strike when you are hit by an attack. When you use Deflective Strike this way, you do not teleport.

At 9th level, when you use Deflective Strike, roll 1d6 and add the result to the amount of damage reduced. This increases to 1d8 at 13th level and 1d10 at 17th level.

Heroic Decree

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. You may choose the Decree of Retribution, the Decree of Preservation, the Decree of Salvation, the Decree of Conviction, or the Decree of Execution, 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.

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.

Triumphant Armaments

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

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 Charisma modifier (rounded down).

Enhanced Transformation

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. You generate an aura that extends 5 feet from you in every direction - but not through total cover - while transformed. Whenever an enemy creature starts its turn within this aura, it takes force damage equal to your proficiency bonus. In addition, when a friendly creature that you can see within 15 feet of you deals damage to an enemy creature with a weapon attack, you can use your reaction to grant a bonus to the damage dealt by that attack equal to your Constitution modifier (minimum of one).

Barrier Shell. While transformed, your Armor Class 15 + your Charisma modifier. In addition, while transformed, any critical hit against you becomes a normal hit.

Elemental Sheath. While transformed, unarmed attacks and attacks using your heroic armaments deal an extra 1d6 of acid, cold, fire, lightning, poison, psychic or thunder damage (your choice when you transform)

Guided Vision. When you hit a creature with a weapon attack, and that creature damaged you since the end of your previous turn, the target takes extra force damage equal to your proficiency bonus. You can deal this extra damage only once per turn. In addition, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Heroic Seals. You learn three cantrips: guidance and two other cantrips of your choice from the cleric spell list. These cantrips count as Attack Rides for you, and they don't count against the number of Attack Rides you know. They do not cost any Rider Points to cast. In addition, you can see normally in darkness, both magical and nonmagical, to a distance of 30 feet.

Providence Mantle. While transformed, wielding a shield increases your Armor Class. In addition, whenever you hit a creature with a melee weapon attack on your turn, you can use a bonus action to make one melee weapon attack with a shield that you are wielding. This attack counts as an attack made with a heroic armament. The damage die for this attack is a d6, and the attack deals force damage.

Rending Gauntlets. Your heroic armaments are considered magical for the purposes of resistances and immunity. In addition, when you hit a creature with a weapon attack, and that creature has damaged you since the end of your last turn, you can deal extra force damage equal to your proficiency bonus. You can deal this damage only once per turn.

Vitality Plating. Whenever you transform, you gain temporary hit points equal to 4 + your proficiency bonus. These temporary hit points last until they are depleted, or until the end of your transformation. In addition, you can add an extra d6 to any Constitution saving throw that you make to maintain concentration on a spell.

At 14th level, and again at 18th level, you can choose one additional Enhanced Transformation option. You cannot take the same option more than once.

Limit-Break

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.

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Zenith Armaments

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.

Attack Rides

Absorb Elements You can spend 1 Rider point to cast Absorb Elements.

Attack Ride: Invisible (6th Level Required). You can spend 2 Rider points to cast Invisibility.

Blast Aura (Requires Level 11). You can spend 3 Rider points to cast Pulse Wave.

Blizzard Smash (17th Level Required). You can spend 5 Rider points to cast Cone of Cold.

Chains of Fate (6th Level Required). You can spend 2 Rider points to cast Hold Person.

Cleansing Radiance (Requires Level 11). You can spend 4 Rider points to cast Aura of Purity.

Commanding Entry. You can spend 1 Rider point to cast Bless or Bane.

Crushing Grip (6th Level Required). You can spend 2 Rider points to cast Maximilian’s Earthen Grasp.

Earth Shattering (Requires Level 11). You can spend 3 Rider points to cast Erupting Earth.

Erupting Blade You can spend 1 Rider Point to cast Searing Smite.

Flame Execution (11th Level Required). You can spend 3 Rider points to cast Fireball.

Frost Streak. You can spend 1 Rider point to cast Ice Knife.

Healing Aura (Requires Level 11). You can spend 4 Rider points to cast Aura of Life.

Hearing the Wind (Requires Level 17). You can spend 5 Rider points to cast Control Winds.

Hissatsu Wave (Requires Level 17). You can spend 5 Rider points to cast Steel Wind Strike.

Hope's Beacon You can spend 3 Rider points to cast Beacon of Hope.

Kunai Storm (6th Level Required). You can spend 2 Rider points to cast Cloud of Daggers.

Mode Change (11th Level Required). You can spend 2 Rider points to gain the benefits of a Fighter's Fighting Style for 1 minute. If you use this Ride again, you replace the previous Fighting Style.

Radiating Mantle (Requires Level 11). You can spend 3 Rider points to cast Crusader's Mantle.

Rallying Barrier (17th Level Required). You can spend 4 Rider points to cast Circle of Power.

Ride Machine (6th Level Required). You can spend 2 Rider points to cast Find Steed. At 13th level, you can instead spend 3 Rider Points to cast Find Greater Steed.

Ride the Wind (11th Level Required). You can spend 3 Rider points to cast Fly, targeting yourself.

Rider Blade You can cast Booming Blade, Green Flame Blade or Sword Burst at will.

Rider Blaze (6th Level Required). You can spend 2 Rider points to cast Aganazzar's Scorcher.

Rider Communication. You can cast Message at will.

Rider Erasure (11th Level Required). You can spend 3 Rider points to cast Remove Curse or Dispel Magic.

Rider Illumination. You can cast Light at will.

Rider Recovery. (6th Level Required). You can spend 2 Rider Points to cast Lesser Restoration. At 17th level, you can instead spend 4 Rider Points to cast Greater Restoration.

Rider Shoot. You can cast Firebolt or Eldritch Blast at will (Your choice when you pick this Attack Ride).

Rider Tricks. You can cast Prestidigitation and Mage Hand at will.

Shooting Ray (6th Level Required). You can spend 2 Rider points to cast Scorching Ray.

Spring of Vitality (Requires Level 11). You can spend 3 Rider Points to cast Aura of Vitality.

Storm Freeze (Requires Level 17). You can spend 5 Rider points to cast Ice Storm.

Water Forming. You can cast Shape Water at will.

Wave of Destruction (17th Level Required). You can spend 5 Rider points to cast Destructive Wave.

Heroic Decree

As the role of a masked hero is to be an enigmatic avenger that battles across the realm, their position as vigilantes puts them above the very law that they may - or may not - fight for. Thus, whenever these heroes appear on the battlefield, they wield a sense of authority unlike any other, as they answer only to themselves. When such conviction is combined with an unwavering faith in their ideals, new powers will manifest and shape how these heroes carry out their idea of justice.

Decree of Retribution

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 Attack Rides

Starting at 3rd level, you learn an additional Attack Ride when you reach certain levels in this class, as shown in the Retribution Rides table. The Ride acts as casting the spell of the same name and uses a number of Rider Points as indication on the Retribution Rides table.

Retribution Rides
Masked Hero level Spell Rider Points
3rd wrathful smite 1
5th zone of truth 2
9th blinding smite 3
13th dominate beast 4
17th banishing smite 5

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.

This special attack is made with a melee weapon, you add your Charisma modifier to its damage rolls, its damage is psychic, and its damage die is a d6. Whether you hit or miss, the target of this attack can't take reactions until the start of its next turn.

You may expend spend a number of Rider points (minimum 1) to deal an extra 2d6 psychic damage after the spell attack hits, plus an additional 1d6 for each point spent beyond the 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.

Your Transformation & Your Decree

While nothing in the class description states how your transformation looks, it is encouraged to have it reflect your chosen Decree. For example, a hero of Retribution could don a helmet with a blindfold-esque visor, glowing symbols shaped in the scales of justice hovering around them wherever they go.


Vengeful Retaliation

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

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Vanquishing Armament. Whenever you take the Attack action on your turn with a heroic armament in the form of a melee weapon, you can forgo two of your attacks to make the melee spell attack of Judgement Blade.

Psychic Assault

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. 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 Preservation

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 Attack Rides

Starting at 3rd level, you learn an additional Attack Ride when you reach certain levels in this class, as shown in the Preservation Rides table. The Ride acts as casting the spell of the same name and uses a number of Rider Points as indication on the Preservation Rides table.

Preservation Rides
Masked Hero level Spell Rider Points
3rd shield 1
5th gentle repose 2
9th counterspell 3
13th death ward 4
17th dispel evil and good 5

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 spend a number of Rider points (minimum 1) when granting these hit points to choose an additional number of creatures equal to the amount spent, 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

At 7th level, you can create defensive wards within you called protective wards. Whenever you use Deflective Strike, you gain one protective ward. You can store a maximum of one protective wards 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, you can use your reaction and expend one protective ward to reduce the damage taken by 1d8 + your Charisma modifier (minimum reduction of 1). You cannot use this feature and Deflective Strike on the same turn.

At 15th level, the range of this feature increases to 30 feet.

Decree Enhancements

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Aegis Mastery. You can store two Protective Wards within you instead of one. If your transformed state ends while you have more than one Protective Ward within you, the number of Protective Wards you have is reduced to one.

Forceful Rebuke

At 15th level, your protective runes react violently to enemy attacks. When an enemy creature makes an attack against a target that has temporary hit points granted by Shield Rune, the attacking creature takes 1d10 force damage at the end of its turn if you're within 30 feet of it, and not incapacitated.

Decree of Salvation

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 Attack Rides

Starting at 3rd level, you learn an additional Attack Ride when you reach certain levels in this class, as shown in the Salvation Rides table. The Ride acts as casting the spell of the same name and uses a number of Rider Points as indication on the Salvation Rides table.

Salvation Rides
Masked Hero level Spell Rider Points
3rd sanctuary 1
5th spiritual weapon 2
9th hypnotic pattern 3
13th banishment 4
17th wall of force 5

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 Rides 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 Attack Ride 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 a number of Rider Points when granting a Soul Charge to choose an additional number of creatures equal to 2x the number of points spent, to a maximum of four additional creatures that you can see within 30 feet of you.

Spiritual Emissary

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 Attack Rides 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

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Radiant Counterattack. When an enemy creature within your reach makes an attack against a target other than you, you can use your reaction to make one weapon attack against the attacking creature. If the attack hits, all damage dealt by that attack becomes radiant damage. You cannot use this feature and Deflective Strike within the same turn.

Divine Beacon

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 Attack Rides you know and replace it with another Attack Ride that you meet the prerequisites for.

Decree of Conviction

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 Attack Rides

Starting at 3rd level, you learn an additional Attack Ride when you reach certain levels in this class, as shown in the Conviction Rides table. The Ride acts as casting the spell of the same name and uses a number of Rider Points as indication on the Conviction Rides table.

Conviction Rides
Masked Hero level Spell Rider Points
3rd hellish rebuke 1
5th heat metal 2
9th Melf's minute meteors 3
13th fire shield (warm shield only) 4
17th immolation 5

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 1d8 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 spend Rider points (minimum 1) to deal an extra 1d6 fire damage after presenting your device, plus additional 1d6 for each point beyond the 1st, to a maximum of 5d6.


Debilitating Impact

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 Charisma modifier.

Decree Enhancements

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Burning Resolve. You can use your Charisma modifier in place of your Strength modifier when making Strength checks and Strength saving throws.

Transferral Flames

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

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 Attack Rides

Starting at 3rd level, you learn an additional Attack Ride when you reach certain levels in this class, as shown in the Execution Rides table. The Ride acts as casting the spell of the same name and uses a number of Rider Points as indication on the Execution Rides table

Execution Rides
Masked Hero level Spell Rider Points
3rd ensnaring strike 1
5th Acid Arrow 2
9th lightning arrow 3
13th greater invisibility 4
17th conjure volley 5

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 10 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.


Exterminating Strike

At 3rd level, you can eliminate your targets with an arcane projectile right after they attack. When an enemy creature that you can see within your weapon's normal range makes an attack, you can expend one use of Deflective Strike as a reaction to make one special ranged attack against the attacking creature.

This special attack is made with a ranged weapon, or a melee weapon that has the thrown property, does not expend 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 you make this special attack 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 attacking creature suffers the weapon attack's normal effects, and it has disadvantage on the next attack roll it makes before the end of its next turn.

If your special attack misses, you can expend one spell slot to deal 1d10 force damage to the attacking creature, plus 1d10 for each spell level higher than 1st, to a maximum of 4d10.

When you use this feature, you can only attack once, instead of twice, if 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 can only attack twice instead. You cannot use this feature and Deflective Strike on the same round.

Elusive Retreat

At 7th level, whenever you make a Dexterity (Stealth) check, you gain a bonus to the roll equal to your Charisma 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

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Vanishing Shroud. You can take the Hide action as a bonus action on your turn. In addition, whenever you make a Dexterity (Stealth) check, you can add an extra d6 to the roll if you had taken the Attack action on the same turn.

Hunter's Tenacity

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 Liberation

The Decree of Liberation is exercised by adepts of the heroic armament, heroes who have bonded with their armaments to become weapons of justice personified. With this bond, these heroes seek to shatter the chains of tyranny wherever they go, their weapons perpetually engaged in a battle for deliverance.

Liberation Magic

Starting at 3rd level, you learn an additional Attack Ride when you reach certain levels in this class, as shown in the Liberation Rides table. The Ride acts as casting the spell of the same name and uses a number of Rider Points as indication on the Liberation Rides table.

Liberation Rides
Masked Hero level Spell Rider Points
3rd longstrider 1
5th pass without trace 2
9th elemental weapon 3
13th freedom of movement 4
17th holy weapon 5

Armament Spirit

When you select this Decree at 3rd level, your bond with your heroic armaments allows you to awaken and unleash the valorous entities within them as a projectile. As long as a heroic armament is on your person, you can expend 1 Rider Point as an action to make a special ranged spell attack against a creature that you can see within 60 feet of you. This special attack is made with a free hand, you add your Charisma modifier to its damage rolls, and its damage is force.

On a hit, the target is moved up to 15 feet horizontally in a direction of your choice, and takes 3d6 force damage, plus 1d6 for each Rider Point spent beyond the first, to a maximum of 6d6.


Unshackle Armament

At 3rd level, when you use Deflective Strike, a bonded device on your person rings with power until the end of your next turn. As a bonus action, you can transmit this power into a heroic armament on your person, unshackling it until the end of your turn.

The next time you hit a creature with a weapon attack made with that heroic armament before the end of your turn, you can make one additional weapon attack with that heroic armament as part of the same action. If the attack hits the same target, all damage dealt by the attack becomes force damage.

At 11th level, whenever you unshackle a heroic armament, attack rolls made with that heroic armament are prevented from being affected by advantage and disadvantage.

Fleet of Foot

At 7th level, you can bestow unrivaled speed to outwit your opponents. When an enemy creature that you can see ends its turn within 30 feet of you, you can use your reaction to choose one creature that you can see within 15 feet of you. Until the end of that creature's next turn, moving through difficult terrain costs it no extra movement, and its walking speed is increased by 10 feet.

Decree Enhancements

Starting at 11th level, you gain the following benefit for your Masked Transformation:

Fatal Blow. Once per round, when you roll damage for a critical hit with a weapon attack, you can choose to reroll a number of the damage dice up to your Charisma modifier (minimum of 1). You must use the new rolls.

Veil of Deliverance

At 15th level, your emancipated soul can envelop heroes in a shroud to protect them from enemy detection. As an action, you can expend two uses of Heroic Armaments to cast pass without trace, without expending any Rider Points.

Special Thanks to You All

I'd like to give my thanks to VoyeurTheNinja for making this wonderful class. I merely took what they made and changed it to a different direction. Their original version can be found at https://www.reddit.com/r/UnearthedArcana/comments/bmi8vp/the_masked_hero_unsheathe_your_heroic_armaments/

I do not claim to be the original creator of this homebrew, nor do I claim any intellectual rights to the class as a whole.

Thank you.


Multiclassing

Masked Heroes follow all the normal rules for multiclassing. The following tables function as additions to those listed on pages 163 and 164 of the Player's Handbook.

Masked Hero Multiclassing Prerequisites

Ability Score Minimum

Constitution 13 and Charisma 13

Masked Hero Multiclassing Proficiencies

Light armor, medium armor, shields, simple weapons and martial weapons, disguise kit

Starting Equipment

Instead of using the equipment granted by your class and background, you can instead begin with a starting wealth of 4d4 x 10 gp to purchase starting items of your choice.

Version & Date Released

Revised Version 4.0 / 10-5-2019

Credits

Class Designer: u/VoyeurTheNinja

Artists Credits (NSFW warning each)

Exceed Charge... by キキミフクリ https://www.pixiv.net/member.php?id=5737831

PFRD合集 by xukong https://www.pixiv.net/member.php?id=2648922

kamen rider dcd and etc by tom (1art.) https://www.zerochan.net/cyk03023

映画を観る前→紘汰(闇)www by ばつ https://www.pixiv.net/member.php?id=167105

ムゲン魂 by ゆすき
https://www.pixiv.net/member.php?id=247685

Genius by Twai https://www.deviantart.com/twai/art/Genius-749150067

クローズマグマ by ryukawa https://www.pixiv.net/member.php?id=11278615

信仰式跳楼放必杀 by QUICK筷子 https://www.pixiv.net/member.php?id=4768744

Bonus: DM & Player Tips

This section here - while also useful for players who have questions for how certain features work - is mostly meant to be read by DMs who have players that want to play this class. The following paragraphs will give a few explanations about the class' weaknesses, while also clearing up any confusion regarding certain class features and how they work. Further questions can be PM'd at u/VoyeurTheNinja on Reddit. Any questions in regards to the alterations made can be PM'd to u/Dareon07 on Reddit

Deflective Strike

For the DM, a masked hero constantly using Deflective Strike may be frustrating, but it's the equivalent of a paladin's Divine Smite, where it's supposed to play a key-role in battle, but extensive use of it drains a masked hero's effectiveness fast.

A good way of wearing down a masked hero PC is fielding multiple enemies with weak attacks, as a masked hero works best when there are a small amount enemies that focus on dealing high damage. Emphasize death by a thousand cuts. You can also make use of lighting to nullify this feature, as they require a line of sight for an ally that they are saving.

Or you can just toss in enemy creatures with saving throw abilities instead of ones that rely on attack rolls. If you want, you can bait a masked hero to teleport next to a creature that they think they are protecting, only for a spellcaster to toss in a nasty area-of-effect spell at the two PCs that are now tightly packed together. Unlike the characters that this class is based on, explosions are not harmless to these costumed heroes.

Encounter-Balancing

If you want a reference on how you should treat a masked hero in terms of balance, they are more closer to a Monk of the Four Elements than anything else.

Without their resources, a masked hero is just a fighter with a worse hit die and without heavy armor proficiency. Once Masked Transformation wears off, their damage output also drops drastically, as they lose their ability to use their Charisma for their weapons, and their Armor Class drops unless they have medium armor and a shield on them.

Using Deflective Strike two times in-between one's turns?

As Deflective Strike is based on rounds, it is possible to do this depending on the position of several enemies in the initiative ladder. This is one way for a 5th level masked hero to deflect two attacks while only taking away Extra Attack on one upcoming turn. Even if you had used it twice in-between turns, it still only takes away one attack no matter what.

At the same time, several of the subclasses rely on using your reaction in order to access features tied into Deflective Strike. Thus, while a hero of Retribution is allowed to use Deflective Strike twice in-between turns, that PC is only able to use Judgement Blade once, as you can only get back your reaction on the start of your next turn.

Even heroes of Preservation/Salvation are affected by this, as they can only store one resource on them before they can expend said resource for a Aegis Rune/Soul Charge on their next turn as a bonus action. Lastly, a masked hero's usage of Deflective Strike is limited, even after 5th level, so using it recklessly can prove fatal in later encounters.

Can multiple masked heroes use Deflective Strike on one creature?

No. To quote a few sentences, "- you must make this special attack before the triggering attack deals any damage," as well as, "Otherwise, the triggering attack instantly deals damage to you instead of the friendly creature."

The first masked hero to declare Deflective Strike gets to use it on himself - or the creature he is protecting - but the moment he or she succeeds/fails on their attack roll, the triggering attack instantly deals damage to them. This is to prevent any other masked hero from attempting to deflect that attack and create a domino effect of sorts.

Do the effects of Extra Attack (3) and Limit-Break stack?

No. Extra-Attack lets you attack three times as an action on your turn, while Limit-Break lets you attack three times with a heroic armament as an action on your turn.

Similar to having levels in classes with Extra Attack, their effects do not let you attack additional times.

Does Deflective Strike affect those with Extra Attack?

Yes. Even if you are a Fighter with Extra Attack (3) that took a 2-level dip into the class, using Deflective Strike will still take away one of your attacks on your next turn after using it.