![]() ![]() I understand that wizards of the coasts themselves has used it on some high-end monsters (aka Tiamat), but having actually played extremely high level 5e has given me an understanding of how problematic it can be. It is an extremely problematic trait that essentially locks anyone who has casting ability but is not a full caster out of most of their abilities, and even full casters usually only can get one or two spells that affect the creature before they half to resort to using a crossbow. All creature on the ground within 60 feet of the empyrean must succeed on a DC 26 Strength saving throw, taking74 (16d8) thunder damage and be knocked prone on a failed save, or half as much damage on a successful one.Īs a side note, I would be very very careful with the limited magic immunity trait for your deities, there is a very good reason as to why Rajara only has it up to 3rd level (and I have been considering removing it altogether). The empyrean strikes the ground, triggering a massive shock wave and earth tremor. Trembling Strike (Costs 2 Actions/recharge 5-6). The empyrean magically teleports, along with any equipment it is wearing or carrying, up to 240 feet to an unoccupied space it can see. The empyrean moves up to half its speed and does not provoke opportunity attacks with this movement. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean’s next turn. The empyrean bolsters all non-hostile creatures within 240 feet of it until the end of its next turn. The empyrean makes a maul or or bolt attack.īolster. The empyrean regains spent legendary actions at the start of its turn.Īttack. If the empyrean has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The empyrean can take 2 legendary actions, choosing from the options below. The empyrean can innately cast the following spells, requiring no material components:Īt will: bless, greater restoration, pass without trace, water breathing, water walkģ/day each: chain lightning (6th level), commune, destructive wave (radiant damage), dispel evil and good, hallowġ/day each: control weather, divine word, earthquake, fire storm, plane shift (self only), shapechange The empyrean’s spell casting ability is Charisma (spell save DC 25, +17 to hit with attack spells). Hit: 49 (14d6) fire or radiant damage (empyrean’s choice) or the damage type that matches the empyrean’s divine resistance. Ranged Spell Attack: +17 to hit, range 600 ft., one target. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or be stunned until the end of the empyrean’s next turn, knocked prone, or pushed 15 feet, the empyrean’s choice.īolt. ![]() Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Alternately, it can use a reaction, take 30 hit points of damage, and end the condition or effect immediately. A empyrean can use a reaction at the end of its turn to remove one condition or effect it is suffering. ![]() ![]() The empyrean double damage to structures and objects. The empyrean’s weapon attacks are considered uncommon magic. The empyrean has advantage on saving throws against spells and magical effects. The empyrean can change this resistance as a bonus action or a reaction. The empyrean has resistance to one of the following types of damage: acid, cold, force, lightning, or thunder. ![]()
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