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.
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!