Inheritors
The Inheritors of the First World are a group of psychics. A cult that believes that the world as it is is a mistake, and the previous was paradise. They thus strive to return the world to that state.
Instead of magic, they use psychic abilities, claiming that the god of the first world gifted them a power beyond and above magic.
The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.
Attacks can Push and Pull targets equal to primary die.
Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.
Can force the damage die to be a crit. If the psion naturally gets a crit, they can restore a use of this ability.
Advantage on frightened targets
- Psychic Flay (2x).1d8+5.
(Or Range 6) On Hit, on one creature, force a WIL Save DC 12. On Failure: Force target to relive their worst fear and become frightened On Success: Immune for 24 hours.
Reaction: Range 6: Can choose an ally to increase their Damage Die by 1 or an enemy's die decreases by 1.
- •Time Thief.3d8+12.
On Hit: Choose 1 to grant to self or allies in Range 8:
> Gain Temp Hit Points equal to Damage. > Gain Double Speed
- •Playback/Fast forward.
Can choose 1 creature to teleport 8 Spaces to a spot the Chronopath can see. If creature is unwilling, they must make a INT Save DC 14. On Success: Only move half spaces.
- •Concussive Slam.3d10.
(or Range 8). ADV toward Frightened targets.
- •Face your Fear (1/encounter).
Create ground within Range 4 is difficult terrain for enemies, showing visions of creatures worst fears. Spawn a Fear Minion, when it dies, it degrades in die size(d12->d8->d6->d4->dead) for each creature inside. As long as a creature has a fear minion summoned, they are Frightened of it.
1/turn: After an attack, command ALL of minions to move 6 spaces then attack (Reach 1,1d12 each)
At 125 Hit Points, summon 2 Fear Minons/Hero, When these are within range 2 of a creature, that one creature is Frightened
Johan is Dying! 90 more damage and Johan will die! Their Concussive Slam can target one additional target in Range 2 of that target.
- •Psychic Blast (2x).3d8+6 .
(Or Range 8.) On Hit: Double distance on Telekinetic trait
- •Face your Fear (1/encounter).
Ground within Range 4 is difficult terrain for enemies, showing visions of creatures worst fears. Spawn a Fear Minion, when it dies, it degrades in die size(d12->d8->d6->d4->dead) for each creature inside.
1/turn: After an attack, command ALL of minions to move 6 spaces then attack (Reach 1, 1d12 each).