Masked Warrior, Variant (5e Class)
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Masked Warrior, Variant
Masked Warriors, (Power Rangers, Super Sentai, Kamen Riders, Makai Knights, Etc.), are people who, in their Unmasked form, are no different from any other person. However, in their Masked form, they control the manifestation of one's own soul and strength. They come in many shapes and sizes, after all, anyone with a Warrior Driver can be a Masked Hero, but only someone with a pure heart can be a true hero. Some Masked Heroes are stronger than others, those who have been lucky enough to be trained or born into the bloodline with a history of Masked Heroes.
|By Jiur998 |
Creating a Masked Warrior
What compels you to be a Masked Warrior? What is your origin story? Are you a hero who gained their power after the threat of an invasion, or are you an average joe who stumbled across a Driver, realizing that they have the power to be a hero to others? Or perhaps you aren't sure and are hoping to find some greater purpose related to your Driver.
As a Masked Hero you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple Weapons, Martial Weapons
Tools: One Artisan tool, and one other tool
Saving Throws: Dexterity, Charisma
Skills: Choose two: Perception, Athletics, Acrobatics, Investigation, Intimidation, and Insight
You start with the following equipment, in addition to the equipment granted by your background:
- A Warrior Driver
- A set of common clothes and one martial weapon
- (a) Dungeoneer’s Pack or (b) Explorer’s Pack
- A letter from a loved one or other significant item to your hero. (Talk to your DM about what the significant item can be)
|1st||+2||Warrior's Strike, Masked Driver||0|
|3rd||+2||Masked Weapon, Warrior Path||6|
|4th||+2||Ability Score Improvement||7|
|6th||+3||Masked Driver Upgrade, Warrior Path||9|
|8th||+3||Ability Score Improvement||11|
|9th||+4||More Warrior Abilities||12|
|10th||+4||Super Form, Warrior Path||13|
|12th||+4||Ability Score Improvement||15|
|16th||+5||Ability Score Improvement||19|
|19th||+6||Ability Score Improvement||23|
At 1st level, you can use Dexterity instead of Strength for the Attack and Damage rolls of your Masked Weapon and unarmed strikes. While not in Warrior form your unarmed strikes deal 1d4 point of bludgeoning damage, which increases to a d6 when transformed.
Also at 1st level, a Masked Warrior can use their Masked Driver, which can look like anything, the player can have full creative control over this. It is unbreakable and will return to you if lost after a 1 hour ritual. Upon usage and successful transformation, they are referred to as an alias of their choice. It allows the Warrior to transform into their Masked Warrior form, taking a Bonus action. Before transforming, Masked Warriors would shout a word that identifies them. Usually "Henshin!". Activating the Driver will start the timer for the Masked Warrior form. The transformation has an allotted time per long rest which is 1 minute (10 rounds). If the time limit is exceeded, you then receive 1 level of exhaustion every round after your time is up. The player can end their transformation as a Bonus action. If the Warrior is knocked to 0 health points, they are forced out of the transformation. The time limit is reset when a short rest is taken.
- Masked Armor
The Warrior's armor created by transforming with the Warrior Driver has an AC of 12 + Dexterity modifier + Proficiency. The appearance of the armor is determined by the player, but most Rider Armors are flashy and based on a theme, like an animal or insect. The Armor is considered light armor. Also, this armor takes the place of your previous armor, which comes back when you transform back into your basic form.
At 2nd level, you gain the ability to use Warrior Points, which enhance your fighting prowess by allowing you to perform certain Warrior Abilities. You can perfom them when untransformed. You gain 2 points back by scoring critical hits or 3 by reducing enemies to 0 hitpoints. You can't gain more points than what your current level allows. You gain back all Warrior Points after a long rest.
- Warrior DC
Some of your Warrior abilities impose a saving throw, the DC is 8 + Charisma modifier + Proficiency.
- Heroic Counter
By spending 3 Warrior points and a Reaction, you can make one Attack against an enemy who is attacking you. If you hit, you deal your damage as well as cause them to make a Strength saving throw against your Warrior DC. On a failure, you cause them to have a critical failure and miss.
- Patient Defense
By spending 2 Warrior points and a Bonus action, you can take the Dodge, Disengage, or Dash action, and your jump distance is doubled for the turn.
- Signature Move
By spending 3 Warrior points, and when you successfully strike an enemy with an unarmed or melee Attack with your Masked Weapon you can perform your Signature Move, which adds 2d6 to the base damage, which increases to 4d6 at 7th level, and to 6d6 at 14th level. You add your Charisma modifier to the damage when transformed.
At 3rd level, one martial weapon you own and are proficient with becomes your Masked Weapon after a 1 hour ritual. As such, it is now treated as a +1 magic weapon, it can be summoned to you while on the same plane using a Bonus action. Only one weapon can be your Masked weapon at a time unless stated otherwise. It upgrades to +2 at 10th level, and again at +3 at 17th level. You can choose its appearance like how you choose your armor's appearance when you create it. Your unarmed strikes are always counted as Masked Weapons.
Also at 3rd level, you choose what kind of path you want to take on your journey. You can choose from the Way of the Mage, Way of the Primal, and Way of the Knight.
Ability Score Increase
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.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.
Masked Driver Upgrade
At 6th level, you've started to tap into the more mystical aspects of your Driver. Using your Masked Driver, once per Long rest at will, you can cast Find Steed or Find Vehicle.
At 7th level, you have become an expert at finishing off opponents with style. As an Action, you can spend 6 Warrior points to deal a Finishing Blow, an extremely powerful attack that deals 2x damage. The damage being calculated as (Base Damage + Extra damage dice) X 2. If you do this, however, you are forced out of you transformation and end your turn. You can use this feature 3 times before needing to do a long rest.
More Warrior Abilities
At 9th level, your Warrior Driver allows you to perform more Warrior Abilities. These however can only be performed when transformed,
- Sweeping Strike
By spending 3 Warrior points, you can perform a Sweeping Strike as part of your Attack action using your Masking Weapon, dealing the same damage as you normally would, but you can target one additional target within 5ft of you and the enemy. You have to hit the AC of the extra target, and on a hit the extra target takes the same damage you rolled on the first target.
- Warrior's Call
By spending 4 Warrior points and a Bonus action, you can call out to your allies telling them to either strike hard or brace themselves. You and all allies that are in a 60 foot radius gain +5 to damage or +2 to AC for 1 minute, with the choice being up to you.
- Drop Attack
By spending 4 warrior points and being 10ft above an enemy, you can allow gravity to aid you in your attack. Your critical range increases by 1 for one attack during your attack action as you fall and strike your foe.
- Stunning Blow
By spending 4 warrior points, you can perform a Stunning Blow as part of your Attack action. You impose a Constitution saving throw against your Warrior DC, on a failure the target is stunned until the end of your next turn.
At 10th level, your fighting spirit grows stronger and your will becomes clear, giving you immunity against the Frightened and Charmed condition at all times. Also, as a Bonus action, you can transform into your new Super Form. The appearance of the new form is determined by the player. Your Warrior Armor gains a plus 3 to it's AC and also you deal extra damage equal to your Masked Warrior level for the first attack you land when you take an attack action. But you gain two levels of exhaustion once you exceed the transformation timer.
At 13th Level, you can Attack thrice, instead of twice, when you take the Attack action.
At 15th level, your experience in stylishly defeating your foes has made you a greater fighter. As a Bonus action, you can transform from any of your forms into your Ultimate Form. In your Ultimate Form, you now have an 18-20 critical range, and as an Action you can regain Warrior Points equal to your Proficiency, you can use this ability once per Long rest. You also get the abilities from your Super Form, but you gain three levels of exhaustion once you exceed the transformation timer.
At 17th level, you've become accustomed to battle, increasing your stamina significantly. Every critical hit gives you 3 Warrior Points now, and you get 4 Warrior Points per enemy brought to 0 hitpoints.
At 20th level, you have achieved your final form, and your connection to your Warrior Driver has become strong, the time limit does not hold you back anymore, and you cannot get exhausted from being transformed. You also have unlocked your Final Form, as a Bonus action you can transform from any of your forms into your Final Form. Your Final Form is stronger, faster, and tougher than your other transformations. You get all the bonus from your other transformations in this form but unlike the older forms, you no longer get levels of Exhaustion once you end the transformation. In this transformation your Finishing blow also doesn't take you out of your Transformation anymore, and you can attack a fourth time when you take the Attack action.
Way of the Mage
You realize you have a knack for the arcane. Using both magic and sword, you can overcome any and all challenges evil throws your way.
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Charisma is your Spellcasting modifier.
- Spell Slots
The Way of the Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
- Spells Known of 1st Level and Higher
You know three 1st-level sorcerer spells of your choice.
The Spells Known column of the Way of the Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
Channel Weapon Magic
Starting at 3rd level, when you successfully strike an enemy with an unarmed or melee Attack with your Masked Weapon, you can expend one Spell slot to activate a spell, it has to be the same level of the Spell slot used. Its range becomes touch and your Masked Weapon adopts the damage/effect from the spell, in addition to the weapon's damage.
Starting at 6th level, when you roll a 1 on a damage die for an Attack you make with a spell, you can reroll the die and must use the new roll, even if the new roll is a 1.
Starting at 10th level, you gain the ability to enchant your weapon attacks with the force of the elements. As a Bonus action, you can spend 2 Warrior points to make your melee weapon attacks deal 1d8 of additional Fire, Cold, or Lightning damage for 1 minute. You can use a Bonus action to change the damage type.
Starting at 14th level, you have gained access to a powerful reservoir of magic within the Masked Driver, you can now convert Warrior points into Spell slots. To start the conversion process you have to use your full turn as it is a straining task. The price of converting Warrior points is double the Spell slot level. You can do this a number of times equal to your Charisma modifier (minimum of 1) before needing a long rest.
Way of the Primal
You learn to fight with the fury of Primal spirits.
At 3rd level, when you adopt this path, you choose a primal spirit and gain its feature. This choice cannot be changed and you must take the same choice for future levels. Your masked armor adopts a resemblance to the primal spirit if you so wish.
Your unarmed strikes become 2d6 when transformed and 1d6 when untransformed. Your walk speed gets a +20ft. You gain proficiency in athletics, and expertise if you're already proficient.
You get the ability to use your signature move like a breath weapon. As a Bonus action, you can spend 3 Warrior points to cast a breath weapon is the form of a 15ft cone or a 30ft line, you can choose what form it takes before you cast it. The damage scales off of your signature move damage, and you choose a damage type from Fire, Acid, Lightning, and Cold (This cannot be changed in the future). You get damage resistance corresponding to the element you choose.
You get a flight speed of 60ft. You get the flyby feature. You gain proficiency in acrobatics, and expertise if you're already proficient.
At 6th level, you gain a benefit based on the primal spirit of your choice. You and your spirit grow accustomed to each other.
Starting at 10th level,
Starting at 14th level, you gain the ability to channel the power of the Dinosaurs into your physical form. As a Bonus action you can spend 6 warrior points to increase your size by one category – from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you gain the following benefits:
Proficiencies. When you multiclass into the class, you gain the following proficiencies: Martial Weapons, Light Armor