Oath of the Mask (5e Subclass)
From D&D Wiki
Oath of the Mask
Paladins who take the Oath of the Mask often take their identity seriously. They do their best to keep their identity a secret from most people only sharing with friends or trustworthy people. These paladins may first take this oath for many reasons, from wanting to hide a bad scar they have to wanting to keep their identity a secret from the start.
- Tenets of the Mask
The tenets of the Oath of the Mask drive a paladin to keep their identify a secret from all of their foes and fight others who threaten it.
- Identity is Key. You must keep your identity a secret from your enemies as best as possible.
- Mask of Power. Have your signature mask be know to all. There is no harm in having people know the power behind the mask.
- Hidden Mask. Keep your mask on you at all times. You never know when you'll need it.
- Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Mask Spell table.
Oath of the Mask Spells
|3rd||disguise self, cause fear|
|9th||fear, gaseous form|
|13th||banishment, phantasmal killer|
|17th||banishing smite, modify memory|
- Secret of the Mask
Oath of the Mask paladins carry around a mask they wear to keep their identify a secret and has now been infused with magic. While wearing this mask, it cannot be removed from your face against your will and can be used as your spellcasting focus for your Oath Spells.
- Channel Divinity
You gain the following two Channel Divinity options.
- Social Enhancement. As a bonus action, you can use your Channel Divinity to augment your social ability. For the next 10 minutes, you have advantage on Charisma checks.
- Enchanting Presence. You can use your Channel Divinity to show either a charming or terrifying presence of your mask. As an action, you force any number of creatures of your choice within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes charmed or frightened by you (your choice) for 1 minute.
- Aura of Word
Beginning at 7th level, you emanate an aura that inspires your allies, bolstering their fighting spirit. You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
- Superior Mask
Starting at 15th level, the mask you wear gains some extra properties. While wearing the mask, you gain the following benefits:
- You can spend one use of your divine sense feature as a bonus action, to gain truesight up to a range of 60 feet, until the end of your next turn.
- You may cast one of your oath spells of 2nd-level or lower without using a spell slot. You can't do it again until you finish a long rest.
- You may try to blind creatures in front of you with a flash of light from your mask. As a bonus action, each creature in a 30-foot cone must make a Constitution saving throw or be blinded for 1 minute. A creature blinded by this feature can make another Constitution saving throw at the end of its turns. On a successful save, it is no longer blinded. You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Aspect of the Mask
At 20th level, you can use the full potential of your mask to help defeat your enemies. As a bonus action, the mask grips onto your face and gain the following benefits for 1 minute:
- Your movement is doubled.
- When you take the Attack option on your turn, you gain an attack bonus equal to you charisma modifier and can make one additional attack as part of that action.
- Enemy creatures within 30 feet of you subtract your charisma modifier (minimum of -1) on saving throws against any of your effects.
Once you use this bonus action, you can't use it again until you finish a long rest.