Masked Lord

You are one of the Masked Lords of Waterdeep—a secret ruler of the City of Splendors. You’re also a fugitive, hunted through the streets, alleys, parks, and marketplaces of your fair city.     
    While pursuing your duties in the Lords’ Palace, you overheard a discussion among several of your fellow lords. Though their faces and voices were distorted by magic, their words left you chilled. Some among your fellow Masked Lords—you’re not sure who or how many—have been assassinated, their positions and identities assumed by doppelgangers intent on taking control of Waterdeep. Disconnected events, such as an attack outside a tavern and the break-in at a friend’s manor, are suddenly cast in a sinister light. Have you been discovered? Are you even now a target?
    Everything is suspect, and trust is a commodity you can’t afford. The identity of the Masked Lords must remain secret; there can be no investigation and no public inquest. You dust off skills you haven’t used since your youthful forays into Undermountain and take to the streets. You need to find reliable allies. Perhaps adventurers or other Masked Lords whose identities are beyond doubt can help you reveal the doppelgangers without compromising your position. and you need to haul Dagult Neverember, the open lord of Waterdeep, back from Neverwinter. With Neverember’s help, the Masked Lords can be purged before Waterdeep falls to the shapeshifters.
    Unless Lord Neverember has already been compromised. . .

    Masked Lord Starting Feature (1st level): You gain the create lord’s armor power.
    Masked Lord Level 5 Feature (5th level): When you are in Waterdeep or in a city or a town allied with Waterdeep, you always have access to a safe house warded against scrying and other forms of divination magic. Additionally, you always have access to safe transport to any known location within a day’s horse ride of the city.
    Masked Lord Level 10 Feature (10th level): While wearing your lord’s armor, you gain a +1 item bonus to saving throws.

Masked Lord Utility Create Lord’s Armor

You call forth armor of energy to protect you in your time of need.

Encounter        Arcane
Minor Action      Personal

Requirement: You must not be wearing armor, other than nonmagical clothing.

Effect: Choose a type of armor with which you have proficiency. You instantly don +1 magic armor of that type. The armor lasts until you dismiss it as a minor action, until it is removed from you, or until you use this power again.
Level 6: +2 magic armor.
Level 11: +3 magic armor.
Level 16: +4 magic armor.
Level 21: +5 magic armor.
Level 26: +6 magic armor.

Masked Lord Utility 2Prepared for the Worst

You react as though you were on your guard, even though you were taken by surprise.

No Action      Personal

Trigger: You are surprised at the start of an encounter while you are conscious.

Effect: You can take a single move or minor action on your turn during the surprise round.

Masked Lord Utility 6Keys to the City

You say the right things to the right people, and everything falls into place.

Free Action      Personal

Trigger: You make a Diplomacy check.

Effect: Treat the result of the check as though you had rolled a natural 20.

Masked Lord Utility 10No More Lies

You uncover the proof you need to convince the world you aren’t crazy.

Encounter        Charm
Free Action      Special

Trigger: You make an Intimidate check against a creature you can see.

Effect: You gain a +2 power bonus to the check. On a success, any polymorph or illusion effect on the creature is also suppressed until the end of your next turn, when the effect then resumes.

Published in Dragon Magazine 409.