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
- • Psystrike (2x).
1d8+5. (Or Range 6) On Crit: Frightened
- • Psy Sword Burst.
2d8+9. Range 8, 3x3 AoE. Any light objects and terrain float with weapon constructs. INT Save DC 12 or take full damage and become Frightened
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.
When The Crystal Knife moves, they leave behind an echo of their previous location. When they use an action from their statblock, they make a copy of it. This copy is considered a minion.
Reaction: If The Crystal Knife suffers from a failed Save or Crit, she can swap places with their Echo and have that Echo interpose for her.
- • Doom Bolt.
3d8+2. Psychic (Or Range 8). If on Frightened creatures, cleanse condition and then inflict a Wound. On Crit: Reveal their future... Inflict Frightened
- • Witness the End (1 use).
7d8. Inflict Frightened and Psychic Damage to all enemies within Reach 8, half on a DC 15 WIL save.
Restore uses of Witness the End, and create 2 echoes along The Crystal Knife's path.
(90): The Crystal Knife becomes a massive Dragon form as the Eye of Savior empowers them, becoming a huge creature. Grants them new abilities:
Trait: Final Countdown. Range 10, A psionic aura damages 2d8 psychic damage when they damage The Crystal Knife. Attacks from The Crystal Knife increase range by the result of 1 Primary Die. Once Range becomes 20, The Crystal Knife MUST use Doomsday on their next turn.
Action: Doomsday. 6d12 Psychic. Only if Final Countdown reaches 20, Aura explodes All in Range 20 must make a STR Save DC 15 or take full damage. Half on success.
Reach 3. Anyone and anything within floats. Projectile attacks are made at disadvantage. Anyone that enters this field is slowed. Saves against the Telekinetic automatically fail and Telekinetic's attacks are made with advantage to those inside it.
- • Concussive Slam (2x).
3d8+6 . Range 8. Double distance on Telekinetic Trait. On Crit: Prone
- • Kinetic Cursh.
6d8+11. Range 8. Target creature makes a STR Save DC 16 or be Restrained. Targets restrained this way can be moved or thrown up to doubled primary die spaces. If thrown, they are not restrained
- • Repluse.
3d8+11. Reach 4, DEX Save 16 or be pushed by amount of primary die and knocked Prone
When throwing, remember that if they make contact with anything, they take 1d6s for each space they could have traveled!
Ground within Reach 4 is difficult terrain for enemies, showing visions of creatures worst fears. When a hero first enters this area, spawn a Fear Minion, when it dies, it degrades in die size(d12->d8->d6->d4->dead). While Fear Minion is summoned, Hero loses 1 action until its destroyed. A singular hero can't resummon another minion.
- • Psychic Blast (2x).
3d8+6 . (Or Range 8.) On Hit: Double distance on Telekinetic trait. On the next turn, the Resopath can copy 1 ability, feature, or spell from the target.
- • Face your Fear .
1/turn: After an attack, command ALL of minions to move 6 spaces then attack (Reach 1, 1d12 each).