Warlock - Ancient Artifact - Masks - GM Binder
Warlock - Ancient Artifact - Masks - GM Binder
Warlock - Ancient Artifact - Masks - GM Binder
1st detect evil and good, comprehend languages Your insights curse you to be alone. If there are
no creatures within 15ft. of you, you can seek
2nd borrowed knowledge, enhance ability out the vulnerabilities of a creature within 30
3rd sending, nondetection feet of you as an action forcing it to make a
The
Wisdom saving throw. On a failed save, that
4th arcane eye, polymorph Hermit
creature is vulnerable to a damage type of your
choice until the start of your next turn. The
5th seeming, skill empowerment
effect ends early if a creature enters a space
within 15 feet of you.
Set the Stage
Beginning at 1st level, you choose one of your masks to wear, The
You are cursed to lead. You have access to the
command spell, and can cast it a number of
adopting its role in its entirety, with the following benefits as Noble times equal to your Proficiency Bonus per long
determined by a roll on the Court of Masks Table. rest for free.
You can change your role every short or long rest.
1
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Total Immersion
At 6th level, the masks you wear and your own identity are
inseparable, granting you additional benefits as you lose
yourself further to them, as specified below.
The Beast. You can make an unarmed strike in place of any
spell attack roll you make. Your unarmed strikes count as
magical for overcoming resistance to non-magical damage.
The Charlatan. When a creature rolls a die, you can use your
reaction to treat it as your own, applying your modifiers and
abilities to the roll.
The Martyr. As a bonus action, You can gain temporary hit
points equal to your Warlock level plus your Charisma
modifier. Whenever an attack would cause you to lose all
temporary hit points the attack creature also takes the
damage from that attack. If you use this bonus action, all
attacks against you have advantage until the start of your next
turn.
The Scholar. As you become a living library, you can use the
help action as a bonus action. Creature you help deal
additional psychic damage equal to your Charisma modifier
when they attack with advantage.
The Hermit. If a creature moves within 15 feet of you on
their turn they must make a Wisdom saving throw. On a
failed save, that creature can't proceed further towards you
until next turn.
The Noble. You can command up to 2 creature
simultaneously when you cast the command spell.
All the World a Stage
At 10 level, your masks compel you to fill any role they deem
necessary for the situation. As a bonus action, you can
change what mask you have active from your Set the Stage
feature.
You can use this feature a number of times equal to your
proficiency bonus per long rest.
Flawless Imitation
At 14th level, the masks twists your personality to fit the
mask you don.
Whenever you use Set the Stage, you treat one ability score
associated with your mask as if it were swapped with your
Charisma score until you use Set the Stage again. While
treated this way, all warlock features using your Charisma
use the mask’s associated ability score instead.
The Beast. Strength
The Charlatan. Dexterity
The Martyr. Constitution
The Scholar. Intelligence
The Hermit. Wisdom
The Noble. Charisma
0:03 / 8:44
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.