Oath of the Mask (5A)

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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 unless that would conflict with another tenet.

Friend in Need When villains appear, an emergency strikes, or enemies raid, I am the sword and shield of justice! I will protect the common man and save the innocent.

Obligation Those who have 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 will leap to the defense those that need protection, but I will not judge unless I am sure of what is really happening. I am not a judge or executioner, if possible I will expose, humiliate, or capture wrongdoers rather than killing them.

Oath Abilities

Oath of the Mask Spells
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 to Action You can channel divinity to get an intuitive inspiration about the spot within 3 miles where you will be needed the most in the next hour. You generally arrive too late to prevent what is about to happen, but in time to confront wrongdoers and rescue victims.
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).

Call the Mask

Also at 3rd level, you gain the ability 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 a minimum of one outfit for use in everyday life and a set of armor and weapons for your masked persona. Switching outfits is a bonus action.

Masked presence

At level 3, you gain proficiency in the Deception and Stealth skills. If you already have proficiency in one or more of these skills you replace it with proficiency in another skill of your choice or with Thieves' tools.

Aura of Obscurity

Starting at 7th level, you and allies within 30 ft. can use Stealth to sneak as if you had concealment, but you must end your turn in actual concealment to remain hidden.

You can use your action to hide in this aura and then Call the Mask while concealing your identity even if you did not end your turn in concealment, but people might still wonder what happened to you afterwards..

Aura of Anonymity

Beginning at 15th level, you and allies within 30 ft. are always under the effects of a Nondetection spell. You can choose not to use this protection when desired, turning it on or off as a reaction or bonus action.

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, traps, and other features of interest beyond doors and terrain are missing. A similar ethereal landscape continues outside the initial effect. The effect ends when you spend an action negating it, when you go unconscious, when you 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