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Ghost-faced Killer

Demonic Visage

At 3rd level, you gain proficiency in the Intimidation skill. In addition you gain a ghost-faced mask. Your mask represents the thing you gave up in exchange for power during a demonic ritual. You always know the distance and direction of your ghost faced mask when it's not in your possession, and you can summon it to your hand when it is within 30 feet of you. While you are wearing your mask, you gain the following benefits.
  • You have darkvision out to a range of 60 feet.
  • When you use your Second Wind feature, you gain temporary hit points equal to your Charisma modifier.
  • You can magically alter your voice to sound more menacing, and when you whisper, you can cause the illusory sound of your voice to originate at another point you can see within 30 feet of you.
 

Spectral Strike

At 3rd level, on one attack per turn, you can breifly turn one of your weapons ethereal. Your weapon exists on both the Material and Ethereal planes, and passes through any magical effects made of force energy (such as a wall of force or the shield spell). While your weapon is ethereal, it becomes magical, ignores resistance and immunity to force damage, and deals an extra 1d6 force damage.  

Ghost Step

At 7th level, while wearing your ghost-faced mask, you can transit to the ethereal plane for a brief moment when you are in shadow. As a bonus action, when you are in an area of dim light or darkness, you can become ethereal until the start of your next turn. You do not need to remain in dim light or darkness during your movement. Once you use this feature you cannot use it again until you finish a short or long rest.

Frightful Attack

At 10th level, when you hit a creature with your Spectral Strike,you can use your reaction to make an Charisma (Intimidation) check. If the creature is surprised or if the attack roll is a critical hit, you have advantage on this check. The creature you hit must succeed on a Wisdom saving throw against your Charisma check or be Stunned until the end of your next turn. In addition, a number of creatures up to your Charisma modifier, that you choose that can see you and are within 20 feet of you, must also succeed on a Wisdom saving throw against your Intimidation check or be Frightened of you until the end of your next turn. Once you use this feature you cannot use it again until you finish a long rest.  

Ghost Sight

At 15th level, while you are wearing your ghost-faced mask,you can see in magical darkness, invisible creatures, and into the Ethereal plane out to a range of 30 feet.  

Demonic Aura

At 18th level, when you use your Second Wind feature while wear ing your ghost-faced mask, until the end of your next turn, you gain resistance to all damage and any creature that hits you with a melee weapon attack takes force damage equal to your Charisma modifier.

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