Masks of the Ancients

-WIP-

## Masks of the Ancients Abilities by Phase

 Phase 2
 Phase 3
 Phase 4

## Phase 1

### Mask of Earth

You have acquired the Mask of Earth from an ancient guardian. While wearing the mask, you gain a +2 bonus to AC and resistance to bludgeoning damage. You are able to invoke the mask to bring forth powers. This mask has 2 invoke points, which are regenerated after a short rest. Invocations of the mask are considered spell-like abilities, affected by things such as anti magic zones.

### Stonegrasp

While wearing the Mask of Earth, you can spend 1 of its invoke points to bring forth a hand of stone from the ground. Choose an unoccupied 5-foot square on the ground within 30 feet. A stone hand will emerge from the ground and reach towards a creature of your choice within 5 feet of it. The creature must make a Strength saving throw, and if it fails its save it take 2d6 bludgeoning damage and is restrained while the invocation is in effect. It takes half damage and is not restrained on a successful save. While the invocation is active, you can use your action to crush the restrained target, causing the creature to take another strength save, taking 2d6 bludgeoning damage on a failed save, and half as much on a successful one. You can alternatively decide to use your action to command the hand to grasp a different target or move to another unoccupied space within 30 feet of you, releasing the current target in the process. A restrained creature can use its action to attempt to break free, taking another strength saving throw against the invocation, freeing themselves on a successful attempt. The spell ends if you are more than 40 feet away from the hand.

This invocation lasts up to one minute, and is considered a concentration spell. The spell save DC is equal to 8 + your constitution modifier + your proficiency bonus. The damage of this invocation increases by 1d6 at levels 8, 11, and 15.

### Terrashell

While wearing the Mask of Earth, you can spend 1 of its invoke points to enhance your armor with earthen plating. You gain 2d8+2 temporary hitpoints. The temporary hitpoints gained represent the maximum hitpoints of the plating, and the plating will fall off when you take enough damage to exceed this amount of hitpoints. While this plating is active, you have resistance to fire damage, and immunity to lightning damage. If you invoke this ability while its already active, the current plating will be replaced with a new one, removing any remaining temporary hit points before adding the new temporary hitpoints. The plating will disappear after a short or long rest.

The temporary hit points this invocation grants increases by 1d8 at levels 8, 11, and 15.

## Phase 2

### Mask of Water

You have acquired the Mask of Water from an ancient guardian. While wearing the mask, You gain resistance to cold damage and advantage on Dexterity saving throws. You also gain swim speed equal to twice your movement speed, or double your current swim speed, whichever is higher. The mask has two invoke points, which are replenished after a short rest. Invocations of the mask are considered spell-like abilities, affected by things such as anti magic zones.

### Mirror of Neira

While wearing the Mask of Water, you can spend 1 of its invoke points as an action to conjure a magical mirror that floats behind you. As a bonus action, you can command the mirror to follow a different creature that you can see within 60 feet. When a creature that the mirror is following is targeted by a ranged spell attack or a line area spell, you can use your reaction to cause the mirror to absorb the spell, negating the effects and storing it in the mirror. As a bonus action, you can command the mirror to release the spell it had stored, using your own modifiers for the spell attack bonus and save. If it is absorbing a line area spell, any creatures in front of the one that the mirror is protecting are still affected by the spell.

While the mirror is holding a spell, it cannot absorb another one, and will take full damage if targeted by a spell. The mirror can also be attacked directly. It has an AC of 12 and 30 hit points, and is resistant to cold damage.

The mirror lasts for 1 minute or until it is destroyed.

The mirror gains an additional 10 hit points at level 8 and every 4 levels thereafter.

### Hydroshell

While wearing the Mask of Water, you can spend 1 of its invoke points as a bonus action to surround yourself with a swirling orb of water for one round. While in this orb, you can fly at a speed equal to your swim speed as the orb follows your body, and you are always considered to be swimming and underwater. Any creatures of your choosing that are within 5 feet of you at any point during this effect must make a Dexterity save (DC 8+CHA mod+Prof), taking 4d8 cold damage on a failed save or half as much on a successful one. A creature can only be damaged by this ability once per round. The effect ends at the end of your turn, and if you are in the air you will fall to the ground, unless flying by a different means.
The damage this ability deals increases by 1d8 at level 8 and every 4 levels thereafter.