And with that, we had our final color palette.Īll that was left was to incorporate this scheme into the rest of the Faction and produce an illustration to announce their arrival to the rest of the universe. This, then, became the master color palette for the Empyreans, but we wanted to age it, add some more purple, and dirty it up. The warmer, almost eggshell white armor of number one, as well as the purple glow, was a winner as was the medium grey steel in number five. In this round, the focus was on various options for gray and white and even a little blue experimentation. Before that revelation, I worked up the following color options, trying to push them even further than the previous roughs.Īlthough there was some potential with these, they also weren’t quite making the grade, so I abandoned the aged brass-and-copper feel in favor of the original white idea and focused more on monochromatic schemes instead. This gave me the idea that their glow should be a blacklight wherein any light-colored objects near it would glow, and I could work that into their illustrations. It was too pink we wanted to veer that toward purple. The one aspect that wasn’t quite hitting the mark was the magenta glow. Matt Wilson and I had always seen their armor as being primarily white, and after my initial pass varying up the metals between steel and brass/gold, I wasn’t digging it, so I explored several other options, including some gradient passes. Fomorians and their ilk inhabit underground palaces in the Dreaming.In this week’s Insider, I’m going to take a look at developing the color palette for the latest Warcaster Faction, the Empyreans.Ībove, you’ll see various initial schemes I explored. Some empyreans maintain a semblance of rulership within dungeon prisons, while others wander in exile far from the Material Plane. On a success, a creature takes half damage. Until the end of the empyrean’s next turn. On a failure, a creature takes 24 (7d6) thunder damage and is Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution The empyrean flies up to half its fly speed. The empyrean can’t use this option if it has cast a spell since the start of its last turn.įly. The empyrean makes a weapon attack.Ĭast Spell. It regains spent legendary actions at the start of its turn.Īttack. Only one legendary action can be used at a time and only at the end of another creature's turn. The empyrean can take 1 legendary action, choosing from the options below. The empyrean magically changes its size between Gargantuan and Medium. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throwįor 1 minute. Hold Monster (5th-Level V, S, Concentration). , taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success. Creatures in the area make a DC 23 Dexterity A column of divine flame fills a 10-foot-radius, 40-foot-high cylinder within 60 feet. , taking 28 (8d6) lightning damage on a failure or half damage on a success.įlame Strike (5th-Level V, S). Each creature in the area makes a DC 23 Dexterity A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. On a failure, the target is pushed up to 30 feet away and knocked Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage, and the target makes a DC 25 Strength Melee Weapon Attack: +17 to hit, reach 10 ft., one target. A titan doesn’t require air, sustenance, or sleep. The empyrean regains 10 hit points at the beginning of its turn as long as it has at least 1 hit point. Plane shift (self only, can’t travel to or from the Material Plane)Īgainst spells and other magical effects. It can innately cast the following spells, requiring no material components: The empyrean’s innate spellcasting ability is Charisma (spell save DC 23). , the empyr ean adds its full Dexterity bonus to its Armor Class (already included). Senses truesight 120 ft., passive Perception 17Īgainst an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Saving Throws Str +17, Con +17, Int +13, Wis +14, Cha +15ĭamage Immunities radiant damage from nonmagical weapons Mythological Figures & Maleficent Monsters.
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