Masks of the Ancients

-WIP-

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 from nonmagical attacks. 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.