The Archon

by KajaGrae

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The Archon

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.

Archon Features
Warlock Level Feature
1st Expanded Spell List, Defender of the Realms, Warden's Bulwark (1d8)
6th Archonian Aegis (+1), Warden's Bulwark (2d8)
10th Sentinel of the Gates, Archonian Aegis (+2), Warden's Bulwark (3d8)
14th Sound the Trumpets, Archonian Aegis (+3), Warden's Bulwark (4d8)

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.

Archon Expanded Spell List
Spell Level Spell
1st shield of faith, sanctuary
2nd see invisibility, protection from poison
3rd protection from energy, Leomund’s tiny hut
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.

Pact Boon

At 3rd level, a warlock gains the Pact Boon feature. Here are new options for that feature, in addition to the options in the Player's Handbook..

Pact of the Shield

Your pact with your patron allows you to manifest a mystical shield of force. The shield’s appearance is up to the summoner. It can be summoned or dismissed as an action, and floats near you, defending you as if you were wielding a shield.

You can use the shield to aid another. When a creature you can see, attacks another creature within 60 feet of you, you can use your reaction to cause the shield to momentarily appear between the attacker and its target, imposing disadvantage on the attack roll.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook and Xanthar's Guide to Everything. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Benediction of Bytopia

Prerequisite: 5th level
You can cast prayer of healing once using a warlock spell slot. You regain the ability to do so when you finish a long rest.

Bulkwark of Law

You can cast protection from evil and good once without expending a spell slot or material components. You regain the ability to do so after a short or long rest.

Crenelations of Lunia

You summon a magical battlement of glistening white stone. It appears in an unoccupied space that you can see within 60 feet of you. The battlement is 15 feet long, 5 feet high, 1 foot thick, and has gaps from half way up every few feet. It provides half cover to those behind it. The battlement disappears after 1 minute.

Once you use this invocation, you can’t use it again until you finish a long rest.

Dawnbreak

Prerequisite: 7th level
The Heavens open up above you and fill a 60-foot cylinder, centered on you, with daylight for 1 minute.

All magical darkness in the area is dispelled. For the duration of the effect, undead cannot be animated, fiends cannot be summoned, and magical darkness cannot be created within the area. A fiend or undead with a CR no greater than half your warlock level, that enters the area on a turn for the first time or starts its turn there, must make a Wisdom saving throw against your warlock spell save DC.

On a failure, the creature takes radiant damage equal to 1d6 + your Charisma modifier, and must use its full movement and the Dash action to try to move out of the area, or use its action to get out of an effect that prevents it from moving. Each round, at the start of its turn, it can attempt
a new saving throw to negate the effects, but must do so
each round it remains in the area. A success prevents it
from suffering the negative effects of the zone until the
start of its next turn.

Once you use this invocation, you can't use it again
until you finish a long rest.

Divine Awareness

You gain proficiency in the Insight and Perception skills.

Favor of Celestia

You can cast bless once using a warlock spell slot. You can't do so again until you finish a long rest.

Halls of Valhalla

Prerequisite: 12th level
You can cast revivify and create food and water once without expending a spell slot or material components.

You regain the ability to do so when you finish a long rest.

Heavenly Retreat

Prerequisite: 9th level
You can cast rapid respite once using a warlck spell slot. You regain the ability to do so when you finish a long rest.

Improved Pact Shield

Prerequisite: Pact of the Shield
When a creature you can see within 60 feet of you fails a saving throw, you can use your reaction envelop the creature with the power of your pact shield and allow the creature to reroll that saving throw. Once you use this feature, you can't use it again until you finish a short or long rest.

In addition, your pact shield now
provides you with a +1 bonus to
saving throws.

Intervene

Prerequisite: 7th level
You gain the ability to put yourself in harm’s way to protect another. When a creature you can see within 60 feet is about to take damage, you can use your reaction to teleport yourself to its location. The creature disappears, and reappears in your previous location. The attack or spell that was going to damage the creature now affects you instead. Use your AC to determine if the attack succeeds. If the source of damage instead requires a saving throw, you are now subject to that saving throw.

Once you use this feature, you cannot do so again, until you finish a short or long rest.

Light of Elysium

Prerequisite: 7th level
You can cast beacon of hope once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Monocle of the Modrons

You can cast detect evil and good at will, without expending a spell slot.

Mirror of the Heavens

Prerequisite: 9th level, Improved Pact of the Shield feature
Using your Pact of the Shield feature, you can use your reaction to reflect a spell of up to 4th level that targets you, or a creature within 60 feet of you, back at its caster. You must be able to see the spell, and cannot reflect area of effect spells other than a line. If the spell requires concentration to maintain, you may now use your concentration to maintain it as if you cast it.

Once you use this invocation, you can't use it again until you finish a long rest.

Order's Wrath

Prerequisite: 15th level
You can cast dispel evil and good at will, without expending a spell slot or material components. You must finish a long rest before you can use this invocation against the same creature again.

Pax Arcadia

Prerequisite: 9th level
Choose a creature within 60 feet. That creature must make a Wisdom saving throw against your warlock spell save DC. If the target fails, it is unable to make an attack, cast a spell that affects an enemy, or take any action that would deal damage to another creature for 1 minute. The creature can attempt a new saving throw at the end of each of its turns, ending the effect on a success. The effect ends immediately if the target is attacked.

Once you use this feature, you can't use it again until you finish a short or long rest.

Purifying Touch

Prerequisite: 9th level
You touch a creature, and a wave of divine energy cascades over it. All curses (including the target's attunement to cursed magic items) and diseases end on the target, as well as all effects causing any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned. Once you use this feature, you can't use it again until you finish a long rest.

 

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