Oath of the Mask (5A)
Starfox's 5th Edition Fan Page |
This is a Paladin sacred oath for 5A.
Masked avengers are paladins who have sworn to keep their identity secret. Appearing out of nowhere to fight evil and injustice, masked avengers then disappear, only to emerge again when called upon. Masked avengers develop a heroic identity, usually wearing armor and a full helm that conceals their identity. When duty calls, they slip away and assume their masked identity.
Tenets of the Mask
Masked avengers are an independent bunch, but most follow these general guidelines.
Mask Only by retaining my secret identity can i stay truly independent and avoid corruption. By living much of my life among the people, I stay in touch with normal life and values. I will refrain from using my powers when not in my masked identity. I can reveal myself to friends and allies if I so choose.
Obligation Those with power must protect the weak. When authorities fail to do so, I will take responsibility, ignoring the laws of the land if I must.
Judgement I am not a judge or executioner. When possible I will expose, humiliate, or capture wrongdoers rather than killing them.
Oath Abilities
Paladin Level | Spells |
3 | Command, Detect Magic |
5 | Warding Bond, Zone of Truth |
9 | Meld into Stone, Nondetection |
13 | Death Ward, Freedom of Movement |
17 | Geas, Mislead |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Call the Mask
You can use Channel Divinity as a bonus action to dismiss and summon items from an extradimensional space. You can only store clothes, armor, weapons, shields, and personal equipment in this dimensional space, it cannot store general goods or valuables besides what you could normally wear. This allows you to have two or more complete sets of equipment, usually one outfit for use in everyday life and a set of armor and weapons for your masked persona.
You can also access and store items from your extra-dimentional space with a 1-minute ritual.
Peerless Athlete
As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Masked Presence
At level 7, you gain proficiency with the Deception, Intimidate, and Stealth skills. If you already have proficiency in one or more of these skills you replace each skill you already know with proficiency in thieves' tools or a skill of your choice.
Aura of Anonymity
Beginning at 15th level, you and allies within 30 ft. can use Stealth to sneak as if you had concealment and are always under the effects of a Nondetection spell. You can choose not to use this protection when desired, turning it on or off at the start of your turn or as a reaction.
Shadow Shift
At 20th level, you can take an action to shift yourself and creatures within 50 ft. into the ethereal plane. The area in the ethereal appears identical to the area you left replicated in shadowy grayscale, but the duplicate is rough; gear, magic, locks, traps, and other features of interest beyond doors and terrain are not duplicated. There are no creatures or hazards in the area. The effect ends when you go unconscious, take an action to leave the ethereal space, or after 10 minutes, whichever occurs first. All creatures shifted return to where they came from in a location corresponding to where they were in the ethereal landscape. Planar travel abilities work normally in this ethereal space. Once you use this ability, you cannot use it again until you finish a long rest.
See Also
- Shield Maiden @ Apath