The Masked Warrior (The Cuman)
While the moon shines bright in the night, from the
very edge of the world a piercing whistle emanates.
Within seconds, a rain of arrows darkens the
unveiled moon – and following those silvered
arrows, the the horsemen of apocalypse, galloping
toward their victims.
With a dreadful mask and deadly talent, the cavalry
of the steppes come charging out of a cloud of dust.
Their enemies seldom have the time to feel terror,
though they should. These warriors cover their faces
with steel masks, bearing rictus grins, leering smirks,
and hysterical smiles–they are not allowed to take
them off until their blades rest, bloody.
May the horselords be pierced by arrows, cut to shreds
by blades or bewitched by sorcery, their enemies will
see only the same terrifying visage: the Mask of the
Cuman grins still.
Level 3: The Centaur: Starting at 3rd level, your
mastery with a mount has reached such a point that
the tales and whispers of your descendancy from the
mythic centaurs start to sound true, even to you.
You can mount and dismount from your mount with 5
ft. of your movement speed, and you have advantage
on saving throws against effects that would force you
to fall from your horse.
You can give yourself advantage until the end of your
next turn while you are mounted. You can activate this
ability a number of times equal to your proficiency
modifier. Your expended uses are refreshed when you
finish a long rest. You also gain the Animal Handling
skill if you don’t already have it. Additionally, you have
advantage on Animal Handling checks when dealing
with horses.
Level 3: The Mask of Terror: By the time you are
3rd level, your training enables you to craft and
wield a special mask. While wearing it, you have the
following benefits:
D You can spend a hit die as an action and heal
yourself an amount equal to 1d10 + your
Constitution modifier. You can’t spend more
than 2 hit dice this way, and the uses refresh
after a long rest.
D When you hit a creature with a weapon attack,
you can force the creature to make a Wisdom
saving throw (DC = 8 + proficiency bonus +
your Charisma modifier). On a failed save, the
creature is frightened of you until the end of your
next turn. You can use this feature a number of
times equal to your proficiency bonus. You gain
expended uses when you finish a long rest.
D You can deal extra damage equal to your
Charisma modifier when you hit a creature with a
weapon attack. You can use this feature a number
of times equal to your proficiency bonus. You gain
expended uses when you finish a long rest.
If your mask is destroyed, you can spend 1 hour to
repair it or craft a new one.
Level 7: The Mask of the Steppes: Starting at 7th
level, you can add additional features to your mask,
carving runes and symbols from myths and legends.
Choose one of the following benefits:
Mask of the Eagle: You gain proficiency in Charisma
saving throws.
Additionally, you can mark your enemies with the Mark
of the Eagle. When you hit a creature with a weapon
attack, that creature is marked by you and your allies.
Until the end of your next turn, the target takes extra
20
Subclass Options
psychic damage equal to your Charisma modifier the
next time it takes damage. You can use this feature a
number of times equal to your proficiency bonus. You
gain expended uses when you finish a long rest.
Mask of the Wolf: You gain proficiency in Wisdom
saving throws.
Additionally, you fight in harmony with your allies like
a wolf in a pack. If an ally is within 5 ft. of the target
of your next attack, you can give yourself advantage
on the attack roll. You can use this feature a number
of times equal to your proficiency bonus. You regain
uses when you finish a long rest..
Mask of the Dragon: You gain the Intimidation skill
or double your proficiency bonus when using that
skill if you already have it.
Additionally, your fear effects improve greatly. You
activate your mask for 1 minute. When a creature
wants to attack you, it must make a Wisdom saving
throw (DC = 8 + your Proficiency bonus + your
Charisma modifier). On a failed save, it makes the
attack with disadvantage and can’t change the target,
or it will lose the attack. This ability can’t be used
again until the next dawn.
Mask of the Phoenix: You gain access to spells with
the runes on your mask and cast them once a day
without expending a spell slot: longstrider, Farabi’s
favor, compelled duel. Charisma is your
spellcasting ability for it. You also learn
the resistance cantrip.
Level 10: The Fearless Warrior: Starting at 10th
level, while you wear your mask, you are immune to
the frightened condition.
Additionally, when you hit a creature while it is
frightened of you, you gain the ability to change your
entire damage to be psychic against that creature.
Level 15: Fast and Precise: Starting at 15th level,
when you use your Action Surge, you have advantage
on the attack rolls you make with the Action Surge.
Level 18: The Scourge of God: Starting at 18th level,
you get another mask option from the The Mask of
the Steppes abilities.