Oath of the Mask (5A)

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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. Masked avengers strive to live normal lives, but 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 kill 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 the MaskYou can use Channel Divinity as a bonus action to dismiss and summon items from an extradimensional space. This allows you to take an action to completely change your kit, wearing or removing armor, shield, weapons and other equipment. 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 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.
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).

Darkvision

Also at 3rd level you gain superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you have darkvision from another source, the range of your darkvision increases by 30 feet.

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. You ignore armor penalties to Stealth.

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 create a shadow shift in the area within 100 feet of where you use the ability. Shadow Shift is commonly used to protect bystanders and get rid of witnesses and lesser opponents.

The area is in dim light as long as the effect lasts, regardless of any magic or the normal level of illumination. Each creatures in the area of level or challenge 5 or lower is banished to a safe place on the plane of shadow. You do not need to see a creature in order to affect it and the effect is automatic. While there, they are asleep and incapacitated.

A Wish spell can end the effect early. Otherwise the effect ends when you go unconscious, leave the area, take an action to end the effect, or after 10 minutes, whichever occurs first. All banished creatures return to where they were, unharmed and unaware of what happened. Once you use this ability, you cannot use it again until you finish a long rest.

Designer's Notes

See Also