Path of the Masked

Barbarians who walk the Path of the Masked become avatars of shifting wrath. Through ancient rites or haunted ancestry, they channel different warrior spirits through enchanted masks - each one a vessel for a different kind of rage. By donning these faces mid-battle, they twist their fighting style to suit the storm.

Warrior’s Mask (3rd Level)

You possess three magical masks, each carved to embody a primal archetype: the Juggernaut, the Ghost, and the Beast.

When you rage, choose one mask to activate. You gain its benefits until the rage ends or you swap to a new mask (see below).

Juggernaut Mask

  • Gain temporary hit points equal to your Barbarian level when you activate this mask.

  • While raging, you have resistance to force damage, and your melee attacks push targets 5 feet on a hit (once per turn).

Ghost Mask

  • While raging, you can move through creatures’ spaces as if they were difficult terrain.

  • Once per turn, when you are missed by an attack, you can move 10 feet without provoking opportunity attacks.

Beast Mask

  • While raging, you can make an unarmed strike as a bonus action on your turn.

  • Your unarmed strikes deal 1d8 + your Strength modifier damage, and count as magical for the purpose of overcoming resistance.


Shift the Mask (6th Level)

While raging, you can switch your active mask as a bonus action, allowing you to take on a new aspect of fury mid-combat.

When you change masks, you may choose one of the following effects:

  • Howl of the Beast: All creatures of your choice within 10 feet must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be frightened until the end of your next turn.

  • Echo Step: You teleport up to 15 feet to an unoccupied space you can see.

  • Juggernaut Slam: Each creature of your choice within 5 feet must succeed on a Strength saving throw or be knocked prone.

You may use this effect a number of times equal to your Constitution modifier (minimum once) per long rest.


Mask Memory (10th Level)

The masks imprint on your soul. You gain passive benefits even when not raging:

You gain proficiency in Performance or Deception (your choice).

You may use a bonus action to manifest a minor illusion of your mask’s spirit—a glowing sigil, flickering face, or echoing voice—for roleplay or intimidation purposes.

Additionally, you gain one feature from each mask even when it’s not active:

  • Juggernaut: You gain +1 to AC when wearing no armor.

  • Ghost: You have advantage on Dexterity (Stealth) checks.

  • Beast: Your unarmed strikes deal 1d6 damage and count as magical.


Horizon Break (14th Level)

Your mastery over masks reaches its peak—you can now channel all three in concert. While raging, you can have two masks active at once. You choose which two masks to activate when you rage, or when you use Shift the Mask.

Additionally, you may unleash all three mask powers in rapid succession once per rage:

As an action, choose one effect from each of the Howl of the Beast, Echo Step, or Juggernaut Slam options and resolve them all in an order of your choice.

Once used, this ability can’t be used again until you finish a long rest.

Previous
Previous

Path of the Living Tomb

Next
Next

Path of the Mirage