Empyrean 5e art7/6/2023 All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone. The empyrean strikes the ground with its maul, triggering an earth tremor. 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 Roll20 version of the Dungeons & Dragons fifth edition Monster Manual expands the Roll20 Compendium to include all content from the book. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. The monsters contained herein are culled from the D&D game’s illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination. The empyrean regains spent legendary actions at the start of its turn.īolster. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Now I understand that Empyreans are demi gods and are damn near some of the most powerful beings in the game. The empyrean can take 3 legendary actions, choosing from the options below. Posted by WildthinG9o210 Friend wants to play as Empyrean Hey everyone Im fairly new to d and d and Im running the mines of phandelver and my friend really wants to play as an Empyrean. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder. Ranged Spell Attack: +15 to hit, range 600 ft., one target. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean’s next turn.īolt. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. The empyrean’s weapon attacks are magical. The empyrean has advantage on saving throws against spells and other magical effects. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean’s next turn. If the empyrean fails a saving throw, it can choose to succeed instead. The empyrean’s weapon attacks are magical. It can innately cast the following spells, requiring no material components:Īt will: greater restoration, pass without trace, water breathing, water walkġ/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only) The empyrean’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Then, purge this card.Innate Spellcasting. Then, explore each frontier token that is in a system that contains 1 or more of your ships. You may return that token to your reinforcementsĪCTION : Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. You may exhaust this card that player gains 1 command tokenĪfter another player moves ships into a system that contains 1 of your command tokens: You may remove this unit from a system that contains or is adjacent to another player's units to cancel an action card played by that player.Īfter a player moves ships into a system that does not contain any planets: When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcomeĪfter you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical actionĪfter a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if ableĪfter any player's unit in this system or an adjacent system uses SUSTAIN DAMAGE, you may spend 2 influence to repair that unit. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.ĪCTION: Place this card face up in your play area. When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good. Strange Owl Games’ inaugural product launch is Space 1889: After (under license from Ulisses Spiele, GmbH), a role-playing game rife with unique Steampunk mechanics but also fully 5e-compatible, available now on Kickstarter. DARK WHISPERS - During setup, take the additional Empyrean faction promissory note you have 2 faction promissory notes.ĪCTION : Place this card face up in your play area.AETHERPASSAGE - After a player activates a system, you may allow that player to move their ships through systems that contain your ships.VOIDBORN - Nebulae do not affect your ships' movement.
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