![]() ![]() If the creature is not evil, you gain no benefit from using this feature. When an evil creature uses a spell or effect that you can make a saving throw against, you can use your reaction to gain advantage on that saving throw. Starting at 1st level, your patron protects you from the spells and abilities of evil creatures. The following spells are added to the warlock spell list for you.Įmpyreal Lord Expanded Spells Spell Level The Empyreal Lord lets you choose from an expanded list of spells when you learn a warlock spell. They are as foreign and demanding as any other patron, and while their influence might be more benign, their indifference to the concerns of individual mortals is not. When they grant power, they expect nothing less that total devotion to the cause of good, being good, however, doesn’t mean that these beings are nice, or that their understanding of good is comprehensible to mortals. Empyreal Lords are single-minded and brutal in their determination to wipe out evil, and while they have different motivations, such creatures are incorruptible forces for good. ![]() The target magically regains 30 (6d8 + 3) Hit Points and is freed from any curse, disease, poison, blindness, or deafness.Your patron is an Empyreal Lord, a powerful celestial godling who works in the service of the powers of good. Healing Touch (4/Day): The planetar touches another creature. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. Greatsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. ![]() Magic Resistance: The planetar has advantage on Saving Throws against Spells and other magical Effects.ĪCTIONS Multiattack: The planetar makes two Melee Attacks. The planetar can innately cast the following Spells, requiring no material components:Īt will: Detect Evil and Good, Invisibility (self only)ģ/day each: Blade Barrier, Dispel Evil and Good, Flame Strike, Raise Deadġ/day each: Commune, Control Weather, Insect Plague Innate Spellcasting: The planetar's Spellcasting ability is Charisma (spell save DC 20). When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).ĭivine Awareness: The planetar knows if it hears a lie. Traits Angelic Weapons: The planetar's weapon attacks are magical. ![]()
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