The Archon (Homebrew)
Hit Points
Hit Dice: d4 per The Archon (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient archon, or a member of the Celestial Hebdomad. The steadfast protectors of the Upper Planes, your pact with them enables you to protect and defend from the evils of the universe.
Expanded Spell List
The Archon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Level |
Spells |
1st |
sanctuary, shield of faith |
2nd |
protection from poison, see invisibility |
3rd |
Leomund’s tiny hut, protection from energy |
4th |
death ward, stoneskin |
5th |
hallow, holy weapon |
Defender of the Realms
At 1st level, you acquire the training necessary to protect yourself in battle. You gain proficiency with shields. The influence of your patron also allows you to channel your will into your ability to defend yourself. While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Warden's Bulwark
At 1st level, your patron grants you the ability to provide supernatural protection to those you defend. When another creature you can see within 60 feet of you takes damage, you can use your reaction to surround that creature in a momentary corona of light and reduce that damage by 1d8 + your Charisma modifier (increasing to 2d8 at 6th, 3d8 at 10th, and 4d8 at 14th level of this class). You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses of this ability once you finish a short or long rest.
Archonian Aegis
Starting at 6th level, you gain the ability to envelop another being with a shimmering shield of light. As an action, choose a creature within 60 feet of you. The creature is shielded for 1 minute.
Until the shield ends, the target gains a +1 bonus to AC and saving throws (increasing to +2 at 10th, and +3 at 14th level of this class). The creature also gains temporary hit points equal to your warlock level + your Charisma modifier. Any temporary hit points remaining are lost when the shield ends for any reason. The shield ends early if the target dies, if you die, or if you are incapacitated. Once you use this feature, you can't use it again until you finish a long rest.
Stalwart Sentinel
At 10th level, your patron imbues you with power to better stand guard and remain steadfast. You are immune to being frightened. You can also see invisible creatures, and perceive illusions within 30 feet.
Sound the Trumpets
At 14th level, as an action, choose a point within 60 feet of you. Each creature of your choice within a 20-foot radius from that point takes thunder damage equal to 2d8 + your Charisma modifier and is deafened for 1 round. Immediately afterwards, a hammer archon appears in the closest unoccupied space to the specified point, and fights for you for 1 minute. The hammer archon is friendly to you and your companions for the duration. Roll initiative for the hammer archon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the archon, it defends itself from hostile creatures but otherwise takes no actions. The hammer archon disappears after one minute, or if it reaches 0 hit points. Once you use this feature, you can't use it again until you finish a long rest