[House Rules-Classes]Nightmasks

The following is a ‘specialty priest’ of one of the gods of my campaign.  Much like the Bladedancer, they are a specific view on how a cleric could operate.  At their core, they are assassin priests.  They could be modified to fit other faiths.  There is also a smattering of spells they use to assist their darker activities.  Most of these are modified versions of arcane spells, usually ‘self’ only and with altered durations.     Anyway, enjoy!

David Martin’s ‘Spirit of the Night’ captures the Deimoran at worship.


Prime Requisite:     DEX and WIS
Requirements:         None
Hit Dice:                     1d6
Maximum Level:     14

Nightmasks are a secretive order of clergy devoted to Deimoor, the goddess of night and the moon. They are an organization devoted to the care and protection of the weak and downtrodden, and through various public faces they offer aid to peasants, slaves, homeless, and orphans.  But they have a more sinister reputation, despite their good works.  They are also knives in the dark that happily bring justice for those they consider wronged, despite their target’s station or rank.  Nightmasks perform their services wearing masks, so they have the reputation of being unknowable.  Anyone could be a nightmask, anyone could be doing their sacred work.

Nightmasks are also known for their debauchery and excess.  Like Sethians, some within the clergy hold masked balls where all manner of desires can be fulfilled.  Deimoor loves all her children, just the way they are, even their most hidden crimes and cruelties are accepted.  She does not ask you to change, or to deny yourself, simply to be yourself.

Nightmasks are skilled combatants, albeit not as good as fighters. At first level, nightmasks hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience (i.e. the same progression as clerics). Nightmasks are familiar only with swords/daggers, shortbows, crossbows, and saps.  They may wear leather armor and may fight wielding a weapon two-handed or with a weapon in each hand, but cannot use shields. Nightmasks can use any magic items usable by clerics.

Starting at 1st level they learn the night dance.  So long as they can move freely and are only wearing leather armor or lighter, they gain a +1 to AC.  At seventh level, this improves to +2 and at 13th level this increases to +3.

Further, nightmasks are exceptionally quick, gaining a +1 to initiative rolls.

Unlike other priests, nightmasks have no power over the undead.  However, they can move silently and hide in shadows as a thief of equal level.

At 9th level, the nightmask may establish or build a sanctuary. So long as the nightmask is currently in favor with Deimoor, they may buy or build their sanctuary at half the normal price due to divine intervention. Once a sanctuary is established, the nightmask’s reputation will spread and he will attract 5d6x10 0th level faithful armed with various weapons, plus another 1d6 nightmasks of 1st-3rd level of the same tribe to serve them. These followers are completely loyal (morale +4). While in the nightmask’s service, their followers must be provided food and lodging, but need not be paid wages.

Like other divine spellcasters, a nightmask gains the ability to do magical research. At 5th level or higher, the nightmask is able to research spells, scribe scrolls, and brew potions. At 9th level, he is able to create more powerful magic items such as weapons, rings, and staffs, and at 11th level, a nightmask may learn and cast ritual divine spells of great power (6th and 7th level), and craft magical constructs. These activities are explained in the Campaign chapter of the ACKS rulebook.

Nightmask Proficiency List: Ambush, Apostasy, Battle Magic, Climbing, Combat Reflexes, Contemplation, Disguise, Divine Blessing, Divine Health, Fighting Style, Healing, Laying on Hands,  Loremastery, Magical Engineering, Martial Training, Prestidigitation, Quiet Magic, Running, Seduction, Skirmishing, Skulking, Sniping, Swashbuckling, Theology, Tracking, Trapfinding, Unflappable Casting, Weapon Finesse

The Night Mother calls…
As portrayed by Aepril Schaile

Night Mask Level Progression
Experience Title Level Hit Dice
0 Secret 1 1d6
1,500 Whisper 2 2d6
3,000 Shadow 3 3d6
6,000 Mask Bearer 4 4d6
12,000 Night Dancer 5 5d6
24,000 Moon Maiden/Youth 6 6d6
50,000 Mask Wearer 7 7d6
100,000 Night Daughter/Son 8 8d6
200,000 Nightmask 9 9d6
300,000 Nightmask – 10th 10 9d6+1*
400,000 Nightmask – 11th 11 9d6+2*
500,000 Nightmask – 12th 12 9d6+3*
600,000 Nigthmask – 13th 13 9d6+4*
700,000 Night Mother/Father 14 9d6+5*
Night Mask Spell Progression
1 2 3 4 5
2 1
2 2
2 2 1 1
2 2 2 1 1
3 3 2 2 1
3 3 3 2 2
4 4 3 3 2
4 4 4 3 3
5 5 4 4 3
5 5 5 4 3
6 5 5 5 4

First Level Divine Spells

1 Cure Light Wounds*
2 Detect Magic
3 Faerie Fire elm(fire)
4 Light*
5 Night Cloak
6 Protection from Evil*
7 Remove Fear*
8 Resist Cold elm(water)
9 Shadow’s Cling
10 Whisper Step

Second Level Divine Spells

1 Bless*
2 Charm Person
3 Find Traps
4 Hold Person enc
5 Holy Chant
6 Night Vision
7 Resist Fire elm(fire)
8 Silence 15′ Radius
9 Shimmer
10 Swift Sword

Third Level Divine Spells

1 Alter Self
2 Continual Light*
3 Cure Blindness
4 Inaudibility
5 Invisibility
6 Invulnerability to Evil
7 Locate Object
8 Prayer
9 Remove Curse*
10 Striking

Fourth Level Divine Spells

1 Create Water elm(water)
2 Cure Serious Wounds*
3 Dispel Magic
4 Divination
5 Neutralize Poison*
6 Nondetection
7 Prot. from Evil, Sustained*
8 Smite Undead* nec
9 Vigor
10 Tongues

Fifth Level Divine Spells

1 Atonement
2 Commune
3 Create Food
4 Dispel Evil
5 Moon Beam elm(cold)
6 New Moon Blessing
7 Quest* enc
8 Restore Life and Limb* dth
9 Sword of Frost elm(cold)
10 True Seeing

New and Modified Spells

Moon Beam

As Flame Strike, only it calls down freezing holy light that burns with its icy touch.

New Moon Blessing

Range: touch

Divine 5 (Nightmask)             Duration: 1 day

This spell makes the target invisible, as the spell Invisibility.  However, the invisibility does not dispel if the target speaks, casts spells, or attacks.  They will remain invisible until the duration expires, the spell is dispelled, or they desire it.

Night Vision

Range: self

Divine 2 (Nightmask)             Duration: 6 Turns +1 Turn/level

Except as noted above, this spell is identical to the 3rd level arcane spell Infravision.

Night’s Cloak

Range: self

Divine 1 (Nightmask)             Duration: 1 Turn per level

Except as noted above, this spell is identical to the 1st level arcane spell Chameleon.

Shadow’s Cling

Range: self

Divine 1 (Nightmask)             Duration: 1 Turn per level

Except as noted above, this spell is identical to the 1st level arcane spell Spider Climb.

Sword of Frost

As Sword of Fire except it is the icy cold of the darkness.

Whisper Step

Range: self

Divine 1 (Nightmask)             Duration: 1 Turn per level

Except as noted above, this spell is identical to the 1st level arcane spell Silent Step.



2 thoughts on “[House Rules-Classes]Nightmasks

  1. […] about the Inverted Spire, because she’d been there.  They’d courted her and her sisters, the Nightmasks, trying to get them to ally and help over throw Threshold when the time came.  In exchange, they […]

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