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View Full Version : D&D 5e/Next Rogue Subclass - Master of Masks (PEACH) (Edited 9/21/16)



Hawkflight
2016-09-18, 08:28 PM
Much thanks to The Finger (Middle Finger of Vecna) and Bear Incorporated / Bear Gaming for providing the inspiration for this subclass!

Master of Masks

Belief and perception shape reality. In worlds where religions derive might from the faith of believers and where amazing magic sways the mind, those who command the senses hold great power. In such an environment, the master of masks takes center stage. Wearer of a thousand faces, with an identity as fluid as that of a crowd of strangers, this thespian of possibilities decides what is real and what can be.

As a Master of Masks, you shine in a variety of professions - given enough time to prepare. You fill the roles of thespian and spy perfectly, donning multiple personae over the course of an adventure. This allows you to stand in for almost any other member of the party. Your intellect, training, and experiences allow you to bolster your efforts in almost any situation. However, keep in mind that your magical abilities are at best limited. You can master potent spells, but your lack of formal training makes it difficult for you to use them more than once each day. Furthermore, your understanding of magic is broad rather than deep.

Bonus Proficiencies:

When you choose this archetype at 3rd level, you gain proficiency in Deception and Performance. If you are already proficient in one of these skills you may choose another skill proficiency from among those rogues can choose at 1st level.

Spellcasting:

Masks can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Arcane Trickster's spell progression table, but this prestige class does not grant spells known. Instead, as a master of many masks, you can expend your spell slots to empower your masks, as described in the “Persona Masks” section below.

Persona Masks:

You gain the ability to craft potent magical masks, each of which allows you to take on a different persona and gain some aspect of that creature or archetypal character. At 3rd level, you learn to create and use two masks selected from those described below. At 9th level, then again at 13th level and 17th level, you can create and use one more mask from the list.

Creating a new persona mask requires 8 hours of work and costs 100 GP. You can use only persona masks that you have crafted. No one else (not even another masters of masks) can benefit from a persona mask that you create.

To gain the benefit of a mask, you must be properly attuned to it, after which you merely wear it. In order to attune to a mask in this manner, you must spend a short rest doing nothing but meditating on the mask. At the end of the short rest, you are attuned to the mask. You are considered to always have the mask on your person for the purpose of determining whether you can use its features. You may own as many masks as you wish, but you may only be attuned to a number of masks at once depending on your level. Furthermore, you may only benefit from the abilities of one mask at a time (but see Master of Many Masks, below), although you can swap masks as a bonus action. You can spend another short rest doing nothing but meditating on the mask to end your attunement to it.

You put on a mask as a bonus action. Once it is worn, the mask's benefit immediately applies.

In addition to its other benefits, a mask conceals your alignment, replacing it (for the purpose of detection spells or abilities) with an alignment appropriate to the mask. You still retain your normal alignment for all other purposes (such as if a paladin uses smite evil against you).

You may only wear one persona mask at a time, occupying the eye lenses/goggles body slot (but see Master of Many Masks, below).

Living Mask:

Each mask is not just a simple magic item; each one has its own personality and role, like characters in a story. You have become attuned to so many different personae that you can now connect to their magic in increasingly powerful ways. At 9th level, you learn to incorporate personae magic into your own identity, allowing you to augment your body and mind.

At the end of a long rest, you can choose to gain proficiency with any single skill, tool, or weapon. At the end of each subsequent long rest, you can alter this choice, gaining proficiency in a different skill, tool, or weapon.

Mask Specialist:

Starting at 13th level, you innately enhance the abilities of any magic mask you wear. If the mask creates an effect that requires a saving throw, the target has disadvantage on their saving throw. If the mask grants a bonus on skill checks, when that skill is used, the factotum has advantage. You may only enhance a mask in this way once per mask, and must finish a long rest before you can enhance said abilities again.

This ability has no effect on the persona masks you create and use.

Master of Many Masks

At 17th level, you have become a master of assuming the archetypes contained within the masks, and may wear two masks simultaneously, gaining the benefits of each. For each alignment axis (good/evil or lawful/chaotic), your alignment appears neutral if your masks disagree for how your alignment appears.

----

Angel
The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, carved from flawless alabaster. While wearing the mask of the Angel, you can prepare and cast each of the following spells, presuming you have the spell slots to cast them: bless, healing word, shield of faith, aid, fly, and zone of truth. Your rogue level counts towards your caster level for the purpose of casting divine spells. Your alignment appears to be neutral good while you wear an Angel mask.

Archmage
This mask of deep purple fluorite is sculpted in the image of a heavily wrinkled old man. While wearing the mask of the Archmage, you can prepare and cast each of the following spells, presuming you have the spell slots to cast them: charm person, detect magic, expeditious retreat, magic missile, invisibility, scorching ray, lightning bolt, slow, dimension door, and ice storm. Your rogue level counts towards your caster level for the purpose of casting arcane spells. Your alignment appears to be chaotic good while you wear an Archmage mask.

Beast
Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man. While wearing this mask, you gain the Barbarian Reckless Attack class feature. In addition, when you score a critical hit with a melee weapon attack, you can expend a spell slot as a bonus action to increase your damage by an amount equal to twice the level of the spell slot expended. Your alignment appears to be true neutral while wearing a Beast mask.

Demon
This obsidian mask bears the visage of a darkly handsome fiend. Small, black horns adorn the demon's forehead, and its black ears rise to points. While wearing the mask of the Demon, you can prepare and cast Summon Monster I, Summon Monster II, Summon Monster III, Summon Monster IV, and bestow curse, presuming you have the spell slots to cast them. You also have resistance to fire and cold damage while you are wearing this mask. Your alignment appears to be chaotic evil while wearing a Demon mask.

Dragon
This prismatic mask of precious metals and scintillating gemstones forms the terrible visage of a snarling wyrm. While you wear this mask, you can use your attack action to exhale destructive energy. Each creature in a 15-foot cone must make Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, and half as much damage on a successful one. You cannot use this ability again for 1d4 rounds after using it. As you advance in the class, you can deal additional damage with this ability: 4d8 points at 8th level, 6d8 at 14th level, and 10d8 at 20th level. Your alignment appears to be neutral evil while you wear a Dragon mask.

Faceless
Only a pair of empty eyeholes break this otherwise featureless oval, porcelain mask. While you wear this mask, you have advantage on saves against spells. Additionally, you can expend a spell slot as a bonus action to gain advantage on Stealth checks for a number of rounds equal to the level of the spell slot expended. Your alignment appears to be neutral while you are wearing a Faceless mask.

Gladiator
This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chain mail rings surround its outer edge. While you wear this mask, you gain proficiency with martial weapons and a competence bonus on attack rolls and weapon damage rolls equal to your proficiency. Also, when you make a melee weapon attack, you can expend a spell slot as a bonus action to increase your attack roll by an amount equal to the level of the spell slot expended.

Monk
This smoothly sanded wooden mask depicts the stern face of a bald man. While wearing this mask you gain the Monk Martial Arts class feature using Unarmed Strike damage of your level. In addition, as a reaction, you may expend a spell slot in order to cast feather fall, targeted only on yourself, for a number of rounds equal to the level of the expended spell slot. You alignment appears to be lawful neutral while you wear a Monk mask.
----

Prestige Class: Master of Masks

Prerequisites
In order to advance as a rune scribe, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):


Dexterity 13. Masters of masks need agile fingers to master the intricate craft of crafting persona masks.
Charisma 13. A master of masks must always sell the role they play, whether it be a brash young warrior or an aged wise monk.
Proficiency in the Persuasion skill. Personae magic requires one to be a master thespian.
Character level 5th. Personae magic awakens only for powerful souls, and you must be a 5th-level character before you can gain levels in the master of masks prestige class.
Complete a special task. You must craft a mask and present it to an NPC master of masks who accepts it in return for tutoring you in the ways of personae magic. You cannot gain more levels in this prestige class than your tutor has. You might need to seek out additional runes and present them to more skilled rune scribes in order to reach 5th level in this prestige class.
Class Features
As a master of masks, you gain the following class features.

Hit Points
Hit Dice: 1d8 per master of masks level.
Hit Points per Level: 1d8 (or 5) + your Constitution modifier per master of masks level.

Proficiencies
Tools: Disguise kit, forger's kit, ????
Saving Throws: None
Skills: None

Equipment
The master of masks prestige class does not grant any special equipment.

Persona Masks
At 1st level, you learn the basics of crafting potent magical masks, each of which allows you to take on a different persona and gain some aspect of that creature or archetypal character. At 1st level, you learn to create and use one mask selected from those described below. At 2nd, 3rd, and 5th levels, you can create and use one more mask from the list.

Creating a new persona mask requires 8 hours of work and costs 100 GP. You can use only persona masks that you have crafted. No one else (not even another master of masks) can benefit from a persona mask that you create.

To gain the benefit of a mask, you must be properly attuned to it, after which you merely wear it. In order to attune to a mask in this manner, you must spend a short rest doing nothing but meditating on the mask. At the end of the short rest, you are attuned to the mask. You are considered to always have the mask on your person for the purpose of determining whether you can use its features. You may own as many masks as you wish, but you may only be attuned to a number of masks at once depending on your level. Furthermore, you may only benefit from the abilities of one mask at a time (but see Master of Many Masks, below), although you can swap masks as a bonus action. You can spend another short rest doing nothing but meditating on the mask to end your attunement to it.

You put on a mask as a bonus action. Once it is worn, the mask's benefit immediately applies.

In addition to its other benefits, a mask conceals your alignment, replacing it (for the purpose of detection spells or abilities) with an alignment appropriate to the mask. You still retain your normal alignment for all other purposes (such as if a paladin uses smite evil against you).

The "Masks" section below contains information on various masks and descriptions of masks and their properties. The first mask you master is the mask you crafted and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that mask's secrets.

Personae Magic:
Masks can make use of your own magical power to augment some of their effects. You gain a number of spell slots as specified on the Master of Many Masks table (A/N: see the Arcane Trickster's spell progression while I work a table out), but this prestige class does not grant spells known. Instead, as a master of many masks, you can expend your spell slots to empower your masks, as described in the “Persona Masks” section below.

For the purpose of multiclassing, to determine your total spell slots, your rogue levels count as granting you the Spellcasting feature. For example, if you are a master of many masks 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard.

Living Mask
Each mask is not just a simple magic item; each one has its own personality and role, like characters in a story. You have become attuned to so many different personae that you can now connect to their magic in increasingly powerful ways. At 4th level, you learn to incorporate personae magic into your own identity, allowing you to augment your body and mind.

At the end of a long rest, you can choose to gain proficiency with any single skill, tool, or weapon. At the end of each subsequent long rest, you can alter this choice, gaining proficiency in a different skill, tool, or weapon.

Master of Masks
At 5th level, you attain the ability to master an ever-greater range of personae magic. When you attune to a mask, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such mask in this manner at a time. You can use this ability again after you end your attunement to a mask.

Ugganaut
2016-09-18, 09:13 PM
I like the idea Hawk, but its far too overpowered imo. Not sure where to start.
Because it grants spell-like abilities, I'd suggest using the Arcane Trickster as a guide.

"Putting on a mask is a bonus action", "At 9th level, you can put on a mask using the bonus action granted by your Cunning Action." - Not seeing the difference.
Adding it to Cunning Action fits the other subclasses, so I'd ditch the lvl 9 part. So they are gaining 2 skills, and Don Mask at lvl 3. As a base, these masks can change your perceived alignment based on the mask type. Thats pretty groovy, not too strong, but great flavor.

"One or more persona masks can be worn at the same time, occupying the eye lenses/goggles body slot, but you may only gain the benefits of a single mask at any one time."
I'd suggest one at a time, doesn't really make sense to wear multiple.

If its a bonus action to switch masks, then at level 3(I'll use the first two masks) you are gaining eight 1st level spells per day. Thats far too much.

I would recommend using the Arcane Trickster spell progression table, and have each mask provide a spell list. So the angel mask for example, would have all the spells you listed as options, but you require the appropriate slot to be able to cast it. That also removes the need to add level restrictions to each mask.
Because you are drawing a lot of spells from basically any class(over the class feature), you might want to require to change masks can only be done during a short rest. So you choose the mask depending on what role you want to function as. Angel has cleric properties even at lvl 3, where a Demon mask gives resistance's but can't use the Bestow Curse ability till it gets the appropriate spell slot.

Lvl 9, very handy to hide the masks.

Lvl 13, its very hard to impose disadvantage on a saving throw. Restrict this to once per short rest I'd say.

Lvl 18, would need to be play tested, but doesn't seem too much. The masks meld, and would double your current spell list.

Those are my first impressions, thanks for the share.

Ugganaut
2016-09-18, 09:16 PM
Sorry Hawk, i just realized your post didn't have the 5e tag, and I have no idea what PEACH is :)
My comments were regarding 5th edition, so if its not meant for that, ignore the lot :)

Hawkflight
2016-09-18, 09:25 PM
Sorry Hawk, i just realized your post didn't have the 5e tag, and I have no idea what PEACH is :)
My comments were regarding 5th edition, so if its not meant for that, ignore the lot :)

It was supposed to, my bad. ^^;

Also, PEACH stands for Please Examine And Critique Honestly.

Ugganaut
2016-09-18, 09:47 PM
Ah sweet, well I PEACH'd it :P

PapaQuackers
2016-09-18, 09:59 PM
It upsets me that there isn't more Majora's Mask references.

Hawkflight
2016-09-18, 11:22 PM
Thanks for the feedback! A lot of this is basically copy-pasted from either the original 3.5 version or The Finger's version, so it's good to get some feedback on it.

Note to self: Make some kind of knowledge-based mask. Maybe a Bard mask? Get some kind of shifting proficiency....


"Putting on a mask is a bonus action", "At 9th level, you can put on a mask using the bonus action granted by your Cunning Action." - Not seeing the difference.
Adding it to Cunning Action fits the other subclasses, so I'd ditch the lvl 9 part.

Good point.


"One or more persona masks can be worn at the same time, occupying the eye lenses/goggles body slot, but you may only gain the benefits of a single mask at any one time."
I'd suggest one at a time, doesn't really make sense to wear multiple.

Again, good point.


If its a bonus action to switch masks, then at level 3(I'll use the first two masks) you are gaining eight 1st level spells per day. Thats far too much.

I would recommend using the Arcane Trickster spell progression table, and have each mask provide a spell list. So the angel mask for example, would have all the spells you listed as options, but you require the appropriate slot to be able to cast it. That also removes the need to add level restrictions to each mask.

Now this is a very good point. Maybe I could have it work something like the Rune Scribe ... though that's a lot of slots for having so few (relatively speaking) spells. Maybe I should have a class feature to do something with them? Or I could have masks expend spell slots in order to have certain effects ... hmmm, that's something to think about.


Because you are drawing a lot of spells from basically any class(over the class feature), you might want to require to change masks can only be done during a short rest. So you choose the mask depending on what role you want to function as. Angel has cleric properties even at lvl 3, where a Demon mask gives resistance's but can't use the Bestow Curse ability till it gets the appropriate spell slot.

Hmmm ... maybe. That's not how it worked with the original PrC, so I'm not sure about that, but I'll consider it. Admittedly, the original PrC was also made to start at character level six at the earliest ... maybe I'll try making a version of archetype that's a 5e PrC, since there's rules for that.


Lvl 13, its very hard to impose disadvantage on a saving throw. Restrict this to once per short rest I'd say.

Do you really think that's necessary?

Ugganaut
2016-09-19, 02:40 AM
Thanks for the feedback! A lot of this is basically copy-pasted from either the original 3.5 version or The Finger's version, so it's good to get some feedback on it.
I'm at a disadvantage there, I don't know the original version. I'm trying to convert 4th ed characters to 5th, and I've noticed they feel very different, especially what they can do. I wouldn't try to convert every ability exactly, because its different editions. I'd suggest picking out the features that suit the theme of it.


Note to self: Make some kind of knowledge-based mask. Maybe a Bard mask? Get some kind of shifting proficiency....

Admittedly, the original PrC was also made to start at character level six at the earliest ... maybe I'll try making a version of archetype that's a 5e PrC, since there's rules for that.
Actually with the performing/deception angle, a Bard College might be a good fit. Use one of the colleges as a template for when to get features, and see if you can add the flavor/abilities of the Master of Masks? Not sure if there will be enough feature slots to fit everything, but you'd have the increased spell slots to use the masks at least. Rogue might be another option, again using that Arcane Trickster progression table.


Now this is a very good point. Maybe I could have it work something like the Rune Scribe ... though that's a lot of slots for having so few (relatively speaking) spells. Maybe I should have a class feature to do something with them? Or I could have masks expend spell slots in order to have certain effects ... hmmm, that's something to think about.
I only looked at Rune Scribe briefly when we were trying to convert the parties Rune Priest, and it didn't fit at all. He ended up going Paladin/Warlock, choosing the Seeker patron, and using runes(tattoos or carvings) as his spell focus. Sidetrack, sorry :)
I think using spell slots to power the masks is a great idea. That way it can mimic spells(increasing your spell list with a certain mask), or enable the other unique features. That way you could gauge the power, and assign it a spell slot equivalent, which then has a built in level requirement due to spell progression. Bard College definitely seems the best fit, although I don't know what the original is as I said.


Do you really think that's necessary?
I don't know all the classes by memory, but when I was playing around with making a Psion(Mystic), and the lvl 6 feature of the Awakened requires you to expend focus to impose disadvantage. Focus requires a short rest to get back. I had a hunt around, and I think I saw it in one other place, but it seemed very rare. I'm not really sure why. I think maybe Advantage on attacks usually just means damage, but a saving throw can have major implications if its a stun, banish, restrain etc. Another option, would be leave it as a captone feature, the holy grail of the class.

Hawkflight
2016-09-19, 02:51 AM
Actually with the performing/deception angle, a Bard College might be a good fit. Use one of the colleges as a template for when to get features, and see if you can add the flavor/abilities of the Master of Masks? Not sure if there will be enough feature slots to fit everything, but you'd have the increased spell slots to use the masks at least.

Bard College definitely seems the best fit, although I don't know what the original is as I said.

Yeah, but I want to give this to a rogue character I'm already playing. :smalltongue:

Ugganaut
2016-09-19, 05:10 AM
Yeah, but I want to give this to a rogue character I'm already playing. :smalltongue:

Sorry, forgot about that :)
Well it would work for rogue for sure. Trickster progression, the features at 3/9/13/17. Masks, powered by spell slots.
Your level 9 feature, Hidden Mask, is cool, but not very strong. If powered by spell slots, then the level 17 feature isn't too strong either. So you could combine both of those at 9th and it wouldn't be unbalanced at all imo.
The level 13 feature...that depends on the powers in the masks. I'd say limit it to once or twice per short rest, granting Advantage on a spell attack, or Disadvantage on an enemy save.

I think balancing the masks would be the bigger challenge, I don't have time to get into them too much sorry. I'd suggest limiting the choice of ability at any given level. So maybe two of each spell level, so then the mask naturally gets more powerful as you gain access to the spell slots. So with that layout, then maybe add a small passive effect, like advantage on one skill(Archmage would be Arcana), or proficiency in weapon/armor, or the monks Martial Arts.

Hawkflight
2016-09-19, 05:55 PM
I made some edits, let me know what you think.

Ugganaut
2016-09-19, 08:04 PM
"For the purpose of multiclassing, to determine your total spell slots, your rogue levels count as granting you the Spellcasting feature. For example, if you are a master of many masks 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard."
PHB has rules for this already(pg 164): Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and w izard classes, half your levels
(rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.

I was under the impression that caster level was determined by your casting class. Eg. Arcane Trickster is a type of rogue(archetype), its not a separate class, so your caster level is your total Rogue level. I just noticed a couple times you mention rogue levels, or Master of Mask levels, but they are the same thing I thought. I could be wrong. You called it a Prestige Class once that I saw, which is where I think the issue is. Prestige class is a seperate class, if that was the case, you wouldn't be going up in Rogue, so sneak attack etc wouldn't be advancing. This is an archetype, they haven't officially bought out Prestige classes yet(only a UA example I believe), so wouldn't have a clue how to balance that.

These are just suggestions obviously, I'll leave the flavor text out.
Angel
Passive: While you wear the angel mask, you gain advantage on Intelligence(Religion) checks.
Lvl 1 Spell Slot: Bless, Healing Word, Shield of Faith
Lvl 2 Spell Slot: Aid, Zone of Truth
Lvl 3 Spell Slot: Spirit Guardians, Wings of the Angels
Lvl 4 Spell Slot: Aura of Life, Aura of Purity
Wings of the Angels: As an action, you sprout angelic wings while you concentrate for up to 10 minutes. You gain a fly speed of 60ft for the duration. If you are still aloft when this effect ends, you fall as though under the effects of a feather fall spell for one round. While you have angelic wings, any healing you do is increased by 2.

Beast (when for a more animalistic feel as opposed to barbarian, so might not fit, but you'll get the idea)
Passive: While you wear the beast mask, you can make Wisdom(Perception) checks using scent. (didn't give Advantage, because scent is quite strong)
Lvl 1 Spell Slot: Longstrider, Speak with Animals, Primal Fury
Primal Fury: As a bonus action, you can enter a primal fury for 1 minute. You gain advantage on all melee weapon attacks, but attack rolls against you have advantage. Before you make a melee attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage You can end Primal Fury early as a bonus action.
Lvl 2 Spell Slot: Animal Messenger, Enhance Ability(self only), Pass without Trace(self only)
Lvl 3 Spell Slot: Conjure Animals, Water Breathing
Lvl 4 Spell Slot: Stoneskin(self only), Polymorph(self only, any Beast)

Dragon
Passive: While you wear the dragon mask, you gain Darkvision 90ft. In addition, at level 14, your Blindsense has a range of 20ft while wearing this mask.
Lvl 1 Spell Slot: Draconic Breath, Absorb Elements(EE), Comprehend Languages(representing dragon intelligence to some degree)
Draconic Breath: As an action, you can exhale destructive energy. Choose a damage type(Fire, Cold, Lightning, Poison, Acid). Each creature in a 15 foot cone must make a Dexterity saving throw. A creature takes 3d6 damage(of the type you chose) on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. (Burning Hands spell with variable damage)
Lvl 2 Spell Slot: Alter Self, See Invisibility
Lvl 3 Spell Slot: Counter Spell, Draconic Wings
Lvl 4 Spell Slot: Draconic Form
Draconic Wings: As an action, you sprout large reptilian wings while you concentrate for up to 10 minutes. You gain a fly speed of 60ft for the duration. If you are still aloft when this effect ends, you fall unless you can stop yourself falling another way. While you have draconic wings, you can use a bonus action to wing buffet an enemy. It makes a Dexterity saving throw, and if it fails it is pushed up to 10ft away from you.
Draconic Form: As an action, you can change into a wyrming, following the same rules as a druids Wild Shape(but only a wyrmling)

Lvl 9 - Hidden Mask and Master of Many Masks should be combined at this level, if using the above. But only one passive at a time, as the passive's are quite strong. It just opens up your "spell list".

Lvl 13 - if you can changes masks as a bonus action, then one per mask I think would be more appropriate, recharging after a long rest.

Lvl 17 - not sure. Could improve an existing feature. Like wearing 3 masks(or allowing 2 passives). Or expanding on Hidden Mask flavor, "You can use your action to become invisible until you move or take an action or a reaction." Straight invisibility is too strong, but a more versatile version of the warlocks One with Shadows invocation would be appropriate for a lvl 17 rogue I think.

Not sure if any of this fits by the way, just got carried away :)

Ugganaut
2016-09-19, 08:38 PM
If I was making this up for our game table, I'd be limiting the options of each mask to 1 spell/ability per spell slot. The Arcane Trickster doesn't just have a slow spell progression, they are really limited as to what spells they get access to, generally 2 schools. Masks allow access to a whole range of spells and abilities from all sources, and they are starting off at 2 masks at 5th level. Even then it might be a bit overpowered, but not too bad. The archetypes are usually very limited, they enhance an aspect of the rogue. But it sounds like you're trying to level this out a bit, not make something completely balanced for official release :)

Sariel Vailo
2016-09-20, 09:14 AM
As I recall this was a bard archetype on the finger

Hawkflight
2016-09-20, 11:42 AM
If I was making this up for our game table, I'd be limiting the options of each mask to 1 spell/ability per spell slot. The Arcane Trickster doesn't just have a slow spell progression, they are really limited as to what spells they get access to, generally 2 schools. Masks allow access to a whole range of spells and abilities from all sources, and they are starting off at 2 masks at 5th level. Even then it might be a bit overpowered, but not too bad. The archetypes are usually very limited, they enhance an aspect of the rogue. But it sounds like you're trying to level this out a bit, not make something completely balanced for official release :)

Hmmm, I think you're right.

And I am at least trying to make it as balanced as possible, though it's entirely possible the PrC version will come out better.


As I recall this was a bard archetype on the finger

It was! I'm adapting it for the rogue, and maybe its own standalone PrC.

Ugganaut
2016-09-20, 12:26 PM
That definitely explains why it feels like a Bard College :)
Balancing is so hard. I can never find all the ways things can be exploited, or how to judge if its under/over powered. Practice I guess :)

Hawkflight
2016-09-20, 01:15 PM
That and playtesting. I'm hoping a friend of mine can do a 3rd-level one-shot to help test this once it's done.