Mask; Warlock Patron of Thieves and Trickery

by arh12

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Mask; Patron of Thieves and Trickery

Mask; Patron of Thieves and Trickery

Avatars of Mask are the living embodiments of the god's art of deception, stealth, and manipulation. As the deity of shadows, thievery, and subtlety, Mask’s followers wield their power not through brute strength, but through cunning, secrecy, and the careful manipulation of those around them. In a world where appearances are everything, these avatars make a mockery of truth, twisting fate to their whims with a mere whisper or gesture.

Shrouded in mystery, they move unseen, always one step ahead of those who would catch them. Mask’s avatars excel at operating in the dark, leaving their enemies in confusion and chaos, often unaware that their downfall has been carefully orchestrated by a master of trickery. Subtlety is their weapon, and every moment is a chance to deceive, outwit, and escape.

Expanded Spell List

You get to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Mask Expanded Spell List
Spell Level Spells
1st Bane, Silvery Barbs
2nd Fortune's Favor, Pass without Trace
3rd Slow, Tiny Servant
4th Freedom of Movement, Ice Storm
5th Dispel Evil and Good, Steel Wind Strike

Tenets of Treachery

  • Cull the Herd. You have advantage on attack rolls against any creature that has one or more of its allies within 5 feet of it.

  • Bend Luck. If a creature within 5 feet of you misses you with an attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. You can use this ability a number of times equal to your proficny bonus. You regain expended uses of it when you finish a long rest.

Cloak of Smoke

Starting at 6th level, you can vanish in a puff of smoke in response to harm. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Insightful Striking

At 10th level, as a bonus action, you can choose one creature you can see within 30 feet of yourself. Your magic grants you a brief vision of the target's defenses. Until the end of your next turn, you gain one of the following effects of your choice:

  • The next time you make an attack roll against the target, roll a d6 and add the number rolled to the total.

  • The next time the target must make a saving throw against a spell you cast, the target must roll a d6 and subtract the number rolled from the saving throw.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Icon of Deceit

At 14th level, you gain the ability to embody the Icon of Deceit. As an action, you can magically become the vessel of Mask, gaining the following benefits for 1 minute:

  • Your movement speed increases by 15 feet, and you do not provoke opportunity attacks.
  • Whenever you make a saving throw against an effect that deals damage, you can roll a d6 and add the number rolled to the total.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your warlock level.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Eldritch Invocations:

Amber Tinted Glasses

Prerequisite: Mask Patron, Pact of the Talisman, 10th level

You gain a pair of glasses that double the amount of uses of your Insightful Striking feature.

Black Velvet Mask

Prerequisite: Mask Patron, Pact of the Talisman

You gain a Mask that doubles the amount of uses of your Bend Luck feature.

Cheeky Git

Prerequisite: Mask Patron, Pact of the Chain

You share a bond of mischief between you and your familiar. As a bonus action, you can magically swap places with your familiar at a cost of half of your movement, regardless of the distance between the two of you.

Gift from the Blackheart

Prerequisite: Mask Patron, 5th level

It is rumored that the Spell Shadow Blade was a farewell gift from The Shadowlord Mask.

Due to your connection with him, you are able to modify it so that it doesn't require concentration, but at the cost of halfing its duration.

Spell Thief

Prerequisite: Mask Patron, Pact of the Tome, 5th level

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.

Stillwhisper

Prerequisite: Mask Patron, Pact of the Blade.

You aquire a unique single-edged sword with a knife-like hilt construction, cold to the touch emphasised further with its blued steel coloration.

Stillwhisper is the reformed variant of Mask's favored weapon Stealthwhisper. It is a Versatile (1d8,1d10) Slashing Weapon.

You gain the ability to cast the spell Ice Knife at 1st level directly from the Sword a number of times equal to your Pact Slot level without expending a spell slot. You can also cast this spell using any spell slots you may have.

Additionally, If you have the Extra Attack feature, you can cast one of your cantrips or ice knife in place of one of those attacks when wielding Stillwhisper.

Treacherous Strikes

Prerequisite: Mask Patron, 10th level

You gain the ability to infuse your weapon strikes with poison and ice– a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 3d8 damage to the target.

 

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