The Third Waypoint Of Zerthimon Image
Prerequisite: Requires The Second Waypoint of Zerthimon
 

(For Vick's Homebrew Githzerai)

 

Zerthimon labored many turnings for the *illithid* Arlathii Twice-Deceased and his partnership in the cavernous heavens of the False Worlds. His duties would have broken the backs of many others, but Zerthimon labored on, suffering torment and exhaustion.

It came to pass that the *illithid* Arlathii Twice-Deceased ordered Zerthimon before him in his many-veined galleria. He claimed that Zerthimon had committed slights of obstinance and cowardice against his partnership. The claim had no weight of truth, for Arlathii only wished to *know* if flames raged within Zerthimon's heart. He wished to *know* if Zerthimon's heart was one of a slave or of a rebel.

"Zerthimon surrendered to the *illithid* punishment rather than reveal his new-found strength. He *knew* that were he to show the hatred in his heart, it would serve nothing, and it would harm others that felt as he. He chose to endure the punishment and was placed within the Pillars of Silence so he might suffer for a turning."

Lashed upon the Pillars, Zerthimon moved his mind to a place where pain could not reach, leaving his body behind. He lasted a turning, and when he was brought before Arlathii Twice-Deceased, he gave gratitude for his punishment to the *illithid* as was custom. In so doing, he proved himself a slave in the *illithid* eyes while his heart remained free.

By enduring and quenching the fires of his hatred, he allowed Arlathii Twice-Deceased to think him weak. When the time of the Rising came, Arlathii was the first of the *illithid* to *know* death by Zerthimon's hand and die a third death.

 

Greater Githzerai Telekinesis: Once per short rest, as a Bonus Action, you can directly use your telekinetic power on target(s) in a 5 ft radius, within a range of 60 ft. You may perform a push/pull. When you do this, you contest your Wisdom against their Strength or Wisdom (the latter only if they are psionically gifted). If they fail the check, they are moved up to 20 ft away from/towards you, and then must make a DC 15 Athletics or Acrobatics check to not fall prone.

Flying/hovering/levitating targets make the first check with disadvantage, but do not need to make the second check.

If you use this on targets much larger/heavier than yourself, you may instead find yourself pulled/pushed towards/away.

The Third Waypoint Of Zerthimon Image

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