Otherworldly patron Ancient Artifact: Masks "The mask, the mask, the mask, don't you understand? The mask will tell you what you need to know, make you who you need to be. Whatever your goal may be, put on the mask and see! Trust me..." ~ From the dual blade chronicles, chapter 90 You have drawn a pact with a group of enchanted masks - to wear them for the rest of your life, never to express your true emotions: only through these objects can you do so. In exchange, you gain the ability to adopt the different roles that each mask was born to play, shifting your form, behaviour, and even gaining new abilities, though they are never truly your own. Expanded Spell List Ancient Masks Expanded Spells Spell Level Spells 1st detect evil and good, comprehend languages 2nd borrowed knowledge, enhance ability 3rd sending, nondetection 4th arcane eye, polymorph 5th seeming, skill empowerment Set the Stage Beginning at 1st level, you choose one of your masks to wear, adopting its role in its entirety, with the following benefits as determined by a roll on the Court of Masks Table. You can change your role every short or long rest. Court of Masks Table d6 Loot The Beast You are cursed with a form Lycanthropy. You know the location of any creature within 30 feet of you that has no more than half its hit points left and your unarmed strikes deal 1d8 slashing damage and uses your CHarisma modifier for attack and damage rolls. The Charlatan Your are cursed to be driven by deceit and trickery. You can disengage as a bonus action, and your speed is increased by 10 feet. The Martyr You are cursed to bear the burdens of others. You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns. The Scholar You are cursed with knowledge unknown and the desire to share it. You can use the Help action up to 30 feet from allies The Hermit Your insights curse you to be alone. If there are no creatures within 15ft. of you, you can seek out the vulnerabilities of a creature within 30 feet of you as an action forcing it to make a Wisdom saving throw. On a failed save, that creature is vulnerable to a damage type of your choice until the start of your next turn. The effect ends early if a creature enters a space within 15 feet of you. The Noble You are cursed to lead. You have access to the command spell, and can cast it a number of times equal to your Proficiency Bonus per long rest for free. 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Total Immersion At 6th level, the masks you wear and your own identity are inseparable, granting you additional benefits as you lose yourself further to them, as specified below. The Beast. You can make an unarmed strike in place of any spell attack roll you make. Your unarmed strikes count as magical for overcoming resistance to non-magical damage. The Charlatan. When a creature rolls a die, you can use your reaction to treat it as your own, applying your modifiers and abilities to the roll. The Martyr. As a bonus action, You can gain temporary hit points equal to your Warlock level plus your Charisma modifier. Whenever an attack would cause you to lose all temporary hit points the attack creature also takes the damage from that attack. If you use this bonus action, all attacks against you have advantage until the start of your next turn. The Scholar. As you become a living library, you can use the help action as a bonus action. Creature you help deal additional psychic damage equal to your Charisma modifier when they attack with advantage. The Hermit. If a creature moves within 15 feet of you on their turn they must make a Wisdom saving throw. On a failed save, that creature can't proceed further towards you until next turn. The Noble. You can command up to 2 creature simultaneously when you cast the command spell. All the World a Stage At 10 level, your masks compel you to fill any role they deem necessary for the situation. As a bonus action, you can change what mask you have active from your Set the Stage feature. You can use this feature a number of times equal to your proficiency bonus per long rest. Flawless Imitation At 14th level, the masks twists your personality to fit the mask you don. Whenever you use Set the Stage, you treat one ability score associated with your mask as if it were swapped with your Charisma score until you use Set the Stage again. While treated this way, all warlock features using your Charisma use the mask’s associated ability score instead. The Beast. Strength The Charlatan. Dexterity The Martyr. Constitution The Scholar. Intelligence The Hermit. Wisdom The Noble. Charisma 0:03 / 8:44 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created using GM Binder. If you would like to support the GM Binder developers, WWW.GMBINDER.COM consider joining our Patreon community.