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Mask

A Mask battles injustice and inequality, often outside the law. As a Mask, you come alive when you don your masked persona as a wanted vigilante, outlaw, or rebel. While in disguise, your skill and cunning keep you one step ahead of inept guards and bumbling thugs.

The rest of the time you inhabit your secret identity as a well-connected noble, a famous entertainer, the captain of a ship, or any of the other roles people wear. Your masked persona protects your identity and those you care about from trouble. For a Mask, balancing these two roles can be a challenge, but the fight is worth it.

Mask Features
Rogue Level Feature
3rd Double Life, Better in a Crowd
9th Sidekick
13th Strike Fear
17th Archenemy

Double Life

When you choose this archetype at 3rd level, you choose a name, costume disguise, and signature weapon for a masked persona. If you actively operate in a populated area as your masked persona for four hours, your name, costume, and signature weapon will become known to residents of the area.

Costumed Disguise. Your costume can be of any design that hides or disguises your face. This disguise should include changes to your voice and demeanor. Your costume has no impact on your worn equipment or Armor Class.

You can create an additional costume (or replace a lost costume) over the course of one day of work (eight hours) by expending 25 gp worth of materials. You can maintain up to two costumed disguises at a time.

Signature Weapon. You can designate a finesse or ranged weapon as your signature weapon, such as a rapier, whip, dart, or longbow.

While using your signature weapon, you gain a +1 bonus to attack and damage rolls.

This weapon is as important a part of your masked persona as your costume. Your signature weapon should have a name, sound, identifying mark, or be used with a certain flourish, that links it to your masked persona. You can change your signature weapon to another finesse or ranged weapon during a long rest by expending 5 gp worth of materials in addition to the purchase cost of the weapon.

Secret Identity. You can switch between your masked persona and your normal persona in one minute. If a creature with an intelligence of 6 or higher sees you switch between identities, they learn your secret identity. Otherwise, the ability to connect these personas using observation is impossible, unless you choose to share the fact that you lead a double life.

In addition, having a secret identity has taught you how to hide your true intentions. While operating as your normal persona you have advantage on Charisma (Deception) checks.

Better in a Crowd

Starting at 3rd level, you are used to facing multiple enemies at once and can use their numbers against them. You gain an additional way to use your Sneak Attack: you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of two or more hostile creatures, as long as you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Sidekick

At 9th level, your work as a Mask has developed a network of allies that you can draw on for knowledge and support during downtime.

Your most important ally is your Sidekick. You and your GM can decide the relationship and backstory for you and your Sidekick. Your Sidekick is a race and gender of your choice, gaining all racial traits and using the stats of a sidekick (see stat block above).

Your sidekick is inexperienced and in training, so accompanying you on adventures is usually too dangerous. Your Sidekick focuses on conducting surveillance and scouting out locations ahead of time for you. If you and your sidekick team up and spend four hours carousing within a populated area, you gain the following (at your GMs discretion):

  • Knowledge of guard patrol routes, rotations, and key locations in the area such as jails, fortresses, and armories.
  • Knowledge of locations of heavy criminal activity and hideouts of local crime groups.
  • Knowledge of popular locations used by nobles and politicians for secret meetings.
  • Access to a temporary safe house that is hidden from your enemies. You can continue to access this safe house for 1 week before a new safe house will need to be established.

Sidekick

Medium humanoid (any race), any alignment

Armor Class: 15 (studded leather)
Hit Points: 22 (4d8+4)
Speed: 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 13 (+1) 11(+0) 13 (+1) 11 (+0)

Skills. Acrobatics +4, Stealth +4
Senses. passive Perception 11
Languages. Common and one other language
Challenge. 1/2 (100 XP)

Special Traits

  • Secret Identity. The sidekick has a secret identity. This persona has a name and costume with a mask that protects the identity of the sidekick. While wearing this costume, people recognize the sidekick as their secret identity. They can switch between their secret identity and normal identity as an action. If a creature (with an intelligence of 6 or higher) can see the sidekick while they are switching between identities, they will know both their secret and normal identity.
  • Coordinated Attack. When an ally the sidekick can see makes an attack within 30 feet of it, the sidekick can use its reaction to grant that ally advantage on their attack roll.

Actions

  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Passing the Mantle

A mask can’t keep fighting injustice and inequality forever. Even if villains and monsters don’t kill a mask, eventually age will catch up to them. If a mask PC is retired, you could continue the legacy by converting the sidekick NPC into a mask, passing the mantle to the next generation. You could even call back to a previous campaign by starting a new version of the mask, years or even decades later.

Strike Fear

Starting at 13th level, your reputation is well known and strikes fear in the hearts of your enemies. While operating as your masked persona, you have advantage on Charisma (Intimidation) checks against creatures that are familiar with your secret identity.

In addition, your signature weapon attacks have become terrifyingly effective. If you hit a creature with a sneak attack using your signature weapon, the target must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature is frightened of you until the end of your next turn.

Archenemy

Beginning at 17th level, you have gained the ability to determine the capabilities of your enemies using repartee and analysis. You can use the bonus action granted by your Cunning Action to designate a creature within 30 feet that can hear and understand you as your Archenemy for 1 minute. When you do so, your attack rolls against the target have advantage until the start of your next turn.

In addition, your weapon attacks score a critical hit on a roll of 19 or 20 while the creature is designated your Archenemy.

Also, if you hit a creature designated as your Archenemy with an attack, you can make a Wisdom (Insight) check contested by the creature’s Charisma (Deception). If you succeed, you learn one aspect of the creature of your choice:

  • Armor Class
  • Creature type
  • Current hit points
  • Lowest or highest saving throw ability Once you have used this feature, you can’t use it again until you finish a short or long rest.
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