Archon

by Mightysmallfry

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Archon

Old But Not Forgotten

A religion chiseled in stone is uncovered. Lost gods and lost prophecies are found. Their followers lost to time but their beliefs and practices merely needing a rekindling.

The practices and beliefs spread quickly through cities, finding itself popularity in the strong and ignorance in the weak. Followers of these beliefs and practices became Archons. Warlords that are masters of their themselves and their gods. The gods they worship now almost completely gone or dead, archons follow their practices until they are the pinnacle of all life.

Rulers of Themselves

To rule themselves is to govern the most essential basics of being an archon. They must maintain and manage their strength, both inner and outer to become the ruler of those around them. By ruling themselves, they leave no one to influence them and maintain their individuality.

The gods they worship grant them power and this power is what gives them drive. The gods are merely guides to them. Not many follow their gods as priests and clerics do however, those that do are granted a companion of sorts, who watches over them and can befriend the archon.

Some abandon this mindset, seeing this as a weakness and becoming a more ruthless or benevolent ruler dubbed monarchs.

Making an Archon

When creating your archon you should remember who and why they worship the god or deity they believe in. Do they worship a god or are they simply recognized by the god and their practices happen to align with the god's ideals.

Does your archon rely on their practices as a means of mental escape. What made your archon walk the path they walk, doing these ancient practices. Why is your archon adventuring is a question you should ask yourself because archons can journey for many reasons even though they are ruthless. It could be to spread their religion, it could be to conquer all or to simply live a life away from weapons. Hence their abilities to destroy weapons and armor etremely well.

Quick Build

Hey so Archon's are to be a disabling supportive front liner for your team, most of the time. To be able to soak some damage while helping the team, I would stick to making your Constitution the highest followed by S0trength. This allows more sundering strikes that will help your team plus additional uses of bloodthirst that will help you stay alive in long drawn out fights.

The Constitution Strength build is a great thing to have in mind when going to be a Monarch. This is because the added hit points will aid you in soaking up more damage while being able to destroy more equipement. It also fuels much of your other features.

 

Credit


  • Creator of Class: Mightysmallfry
  • Artist: Jason Nguyen

Another way you can go, more geared towards Archon Priests is having Wisdom as your highest followed by Constitution. This way your cantrips when you reach level 8 can have a good a strong DC to rely on as well as a good bonus to damage.

For beliefs, It is good to gather things such as Hungering Thirst, Repercussive Strikes and when able to, Destructive Force. These are good beliefs to use when starting out as a first time archon. These grant survivability as well as a little extra damage for your team.

For archon priests specifically, I would grab Primal hunt, Archanurgy, and/or Basic Foundations. These are all good choices as they amplify your damage output or increase you capacity to aid the team.

For monarchs specifically, I would grab Lacerate, Eternal Watch and/or From Ashes to Embers. This would allow you to do more damage or help keep your team from being jumped in the middle of the night. You also gain some utility spells that come especially handing during or after a fight.

 

Class Features

As an Archon, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per archon level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per archon level after 1st

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Simple weapons, Martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Atheletics, Survival, Intimidation, Persuasion, Medicine, Nature
Archon
Level Proficiency Bonus Features Beliefs Known
1st +2 Sundering Strike, Bloodthirst
2nd +2 Sacred Beliefs, , Archaic Devotions 2
3rd +2 Leader's Commandment (1/rest) 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack, Tribunals 2
6th +3 Devotion Feature, Leader's Commandment (1/rest) 3
7th +3 Sundering Strike Improvement 3
8th +3 Devotion Feature, Ability Score Improvement 3
9th +4 Leader's Commandment (2/rest) 3
10th +4 Wings of a Primal Reign 4
11th +4 4
12th +4 Ability Score Improvement 4
13th +5 Devotion Feature 4
14th +5 5
15th +5 5
16th +5 Ability Score Improvement 5
17th +6 Devotion Feature 5
18th +6 Leader's Commandment (3/rest) 6
19th +6 Ability Score Improvement 6
20th +6 Strike Down 7

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) Leather armor or (b) Chain shirt
  • (a) an Explorer's Pack or (b) a Dungeoneer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.

Optional Rule: Multiclassing


  • Prerequisites. To qualify for multiclassing into the archon class, you must meet these prerequisites: Strength 13 and Dexterity 13.
  • Proficiencies. When you multiclass into the archon class, you gain the following proficiencies: Light armour, medium armour, simple weapons, martial weapons.
 

Sundering Strike

Beginning level 1 you may instead target a creatures weapons instead of the enemy themselves in an attempt to shatter the weapon. When you make a sundering strike, which must be targeted on a creature that is within your melee attack range. You must roll to hit against the creatures Armor Class in order to hit. Upon hitting, you roll damage and that damage is done to the weapon. Each weapon and armor has their own hit points which is equal to four times their maximum damage (based off dice). For armor it is based off the base armor class they grant a creature.

For example, a dagger has 16 hit points because the maximum damage it can deal is 4 (1d4), and leather armor has 44 hit points because it grants a base 11 AC.

Any broken weapon will count as an improvised weapon and it will follow the improvised weapons rules unless otherwise stated. You may also target shields, a broken shield will not grant the creature bonuses to armor class. Any weapon that already deals 1d4 damage, when broken, will then deal 1 damage instead.

Attacking natural weapons is complex. Some natural weapons you may be able to deal damage to, however this does not mean that they may break. There are thresholds for which it then also hurts to use the natural weapons. When attacking specific natural weapons, you should speak with your DM if it reasonable to do so. (Example of unreasonable is, a lizardfolks biting natural weapon.)

 

Thresholds will often be when the natural weapon reaches or goes past half of it's total hit points. The targeted creature will then after reaching those thresholds, take damage each time they decide to use that weapon. The damage dealt back is equal to the creatures attack bonus for that natural weapon. When natural weapon drop to 0 hit points, they will lose the ability to deal damage, and/or become inoperable, for example cutting of a creatures tail.

If the weapon, shield or armor is magical. Then halve the damage dealt to it unless the damage being dealt is by another magic item/weapon.

If a non-magical weapon is used to to deal damage to a magical weapon, then the user of the non-magical weaponw will receive the same amount of damage as the targeted magic weapon.

If you use a magic weapon to attack another weapon, not only is the damage not reduced to half but the magic weapon you are wielding does not take damage.

When you make an attack and it "destroys" the weapon, any excess damage that was not absorbed by the weapon, shield, or armor is dealt directly to the creature.

You may make a sundering strike as many times equal to your constitution modifier. Your sundering strikes do not count as attacks that trigger the usage of extra attack unless otherwise stated.

Beginning at level 10 you may sunder armor as well. Doing so reduces the effectiveness of the armor. This would count as a decrease in Armor Class of -2.

Bloodthirst

Beginning 1st level, you gain the ability to feed off of the fear of enemies. When you make an attack, you may heal your health equal to the amount damage dealt. This effect must be announced before the decision on if the attack hits or not. You still gain this healing if you are instead using a sundering strike to strike an opponents weapon.

You may use this feature an amount of times as equal to your Strength modifier.

Sacred Beliefs

Starting 2nd level, your beliefs grow into a more primal power. Beliefs that manifest in this power are powerful and you gain 2 sacred beliefs of your choice starting level 2. When you gain certain archon levels, you gain additional invocations of your choice.

Additionally, when you gain a level in this class, you can choose one of the beliefs you know and replace it with another belief that you could learn at that level.

A level prerequisite in a belief refers to archon level, not character level.

Archaic Devotions

At 2nd level, you devote yourself to an old way of life. Each devotion specializes in specific roles those being: Archon Priest or Monarch each of which is detailed at the end of the class's description. Your choice grants you features at 2nd level, and additional benefits at 6th, 8th, 13th and 17th levels.

Leader's Commandment

At level 3 you gain the ability to channel the powers of your primal rule. You start with 2 of these effects, the first being Primal Strength and the other being determined by your Archaic Devotion. Some devotions grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Leader's Commandment, you choose which effect to create. You must then finish a long rest to use your Leader's Commandment again.

Some Leader's Commandment effects require saving throws. When you use such an effect from this class, the DC equals + your proficiency bonus + your Intelligence modifier (This is the same as the Archon Priest's Spellcasting DC).

Beginning at 9th level, you can use your Leader's Commandment twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Primal Strength

Going into battle you may speak words of power and primal strength. As an action you may grant you and the allies within 5ft of you, for the next minute, the ability to add your proficiency modifier on every attack role that requires strength (Doubling the proficiency bonus if already proficient with the weapon).

The proficiency bonus is then additionally added to the weapons attack.

This may only work for strength based melee weapons unless otherwise stated and weapons with the Finesse property still benefit from this effect, but strength must be used to gain this bonus.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Tribunals

Starting 5th level, you gain the ability to extend your control over weapons. A tribunal is a weapon that you attune to but not in the normal sense. You may attune to as many tribunals as equal to your Wisdom modifier, minimum one. Attuning to tribunals does not affect the number of magic items you may attune to. It is possible to make an attuned magic item your tribunal, however, magic item tribunals do not gain other bonuses unless they are described in this feature block. Making a magic item your tribunal does not count as filling the prerequisite of attuning to the magic item.

As a tribunal, your weapon will count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition to that if your tribunal is within your movement speed but not in your hands, you may use your bonus action to call for it and have it magically manifest in your hands.

Sundering Strikes Improvement

Reaching level 7, you get used to sundering creature's weapons, doubling the amount of times you may use a sundering strike at all levels.

You may use a sundering strike as a bonus action and whenever you use a sundering strike as an action, you may benefit from using extra attack. However when doing so you may also make those extra attacks, extra sundering strikes at no cost of uses per day.

Wings of a Primal Reign

Beginning level 10, you gain a set of wings that may or may not represent your character. These wings can be used while wearing armor as long as it acommodates them or has some magical property. As an action you can pull out your wings to use them. These wings can be removed a number of ways including pulling them out of yourself or be dismissed as an action otherwise. All wings grant you a flying speed equal to your movement speed.

Crimson Sun. While out these wings grant you the ability, upon striking an opponent. The targeted creature loses the ability to regain hit points from any and all sources until the end of their next turn. This applies when you use your sundering strikes as well.

Starlit Moon. While these wings are present, you gain advantage on saving throws against spells and other magical effects. Any spell that targets you also gains a penalty to hit equal to your Dexterity modifier.

Imperfection Law. While active these wings allow you to, whenever a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to intercept the attack and take the damage instead. Once you intercept the attack you may, as part of the same reaction, make one melee attack towards a creature within 5 feet of you.

Strike Down

Beginning 20th level, you may channel your strength into few but powerful attacks. You may as a bonus action gain additional damage equal to your level to all of your attacks this turn. If any equipement on a targeted creature breaks due to your attacks, you gain an extra attack to be used this turn per piece of equipement.

Once you use this feature you may not use it again until you finish a short or long rest.

Archon Priests

Archon priests are the most religious of the archons. Being incredibly devout allows them to draw upon more of the primal power that is their strength. Gaining the strength of a spirital companion and the ability to cast spells. These archon are more than just brawn.

Their origin of their magic precedes much of current magic and aiding to that is their belief in gods that are no longer a major being when it comes to deities and gods. While most archon priests pray and aid their allies with the primal magic they have, getting in the way of one of these spell castsers can seem to be more of a challenge than one thinks.

Bonus Proficiencies

Beginning 2nd level, you become proficient in the religion and arcana skills.

Spellcasting

When you reach 2nd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard or cleric spell list in the player's handbook.

Cantrips. You learn two cantrips of your choice from the wizard or cleric spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The archon rriest Spellcasting table shows how many spell slots you have to cast your wizard or cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard or cleric spells of your choice, two of which you must choose from the Divination, Illusion or Necromancy spells on the wizard or cleric spell list.

The Spells Known column of the Archon Priest Spellcasting table shows when you learn more wizard or cleric spells of 1st level or higher. Each of these spells must be an Divination, Illusion or Necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 7th, 13th, and 19th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard or cleric spells you know with another spell of your choice from the wizard or cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a Divination, Illusion, or Necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Wisdom is your spellcasting ability for your Archon Priest spells, since you learn your spells through study and belief. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard or cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Archon Level Cantrips Known Spells Known 1st 2nd 3rd 4th
1st
2nd 2 3 2
3rd 2 4 3
4th 2 4 3
5th 2 4 3
6th 2 5 4
7th 2 6 4 2
8th 2 6 4 2
9th 2 7 4 2
10th 3 8 4 3
11th 3 8 4 3
12th 3 9 4 3
13th 3 10 4 3 2
14th 3 10 4 3 2
15th 3 11 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 12 4 3 3
19th 3 13 4 3 3 1
20th 3 14 4 3 3 1

Leader's Commandment: Primal Recovery

Starting level 2, you gain the ability to, during a short rest, spend time focusing on your primal strengths. As a rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your archon level (rounded up).

Primal Dispersion

At level 6, you gain a primal companion. This companion follows all your orders and acts as a familiar. With this familiar, you may only gain the benefits of it if, it is within 30 + (Your Wisdom modifier * 10ft) away from you.

If you happen to lose your primal companion you may re-summon it at the end of a long rest expending a spell slot of any level to do so. You do not regain that single spell slot if you choose to re-summon your primal companion.

What makes your primal companion so special is the ability to cast spells from their position. When you cast a spell, you may make the origin of the spell your familiar, this works for all spells that do not have a range of self. When casting a spell from your familiar, if it is roll to hit, you then have disadvantage on the attack role.

Spells such as cure wounds are also shared. Upon casting cure wounds on a single target, if your primal companion is within 5ft of the target, then the primal companion also casts the spell on another target if you wish. A creature may only benefit once from the spell and using the primal companion to cast the same spell on the original target will not have any effect. This only applies to healing spells.

Primal Teachings

Starting 6th level, you gain the ability to add spells with the ritual tag to your spell list. You may also swap out a single spell once per day by taking a long rest. When casting a ritual tagged spell, the casting time becomes one action, for only ritual spells from the wizard or cleric spell lists.

In addition to ritual spells, you gain the ability to do a 1 hour ritual during a long rest. During this time you may permanently change the damage type of one of your tribunals. The tribunals will return to their normal damage type if it no longer becomes your tribunal.

Archaic Sorcery

When you reach 8th level, you gain the ability to use your extra attack to cast an additional cantrip and add your Constitution modifier to all your cantrips' damage.

Primal Overpowerment

Beginning level 13, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 4d8. The damage increases by 1d8 if the target is an celestial or a beast, to a maximum of 5d8.

Archaic Blessing

At 13th level, the primal arcana inside you cleanses your body of it's impurities, making you immune to disease and poison.

Primal Guardian

Starting 17th level the power of your god manifests from your primal companion and becomes a guardian. This primal guardian shares the same abilities as your primal companion however, the primal guardian is able to assist you in combat.

It is friendly to you and your companions, and it obeys your commands. The primal guardian shares the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics however your primal companion may have influence over how it looks if you choose to do so.

In combat, the primal guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the primal guardian can take any action of its choice, not just Dodge.

 

Monarch

Monarchs are true rulers of themselves. Unbound by rules and regulations, monarchs are often found fighting alongside their allies, winning fight after fight in order to bring light to their god and rule.

Most monarchs try spreading their teachings in a variety of ways. Through trading worship for pay or forcing their god's will on the people. Monarchs can be at times brutish but for the most part they are kind. Just don't get in their way if they command you to step aside.

Bonus Proficiencies

Upon devoting yourself to become a monarch you become proficient in the insight and intimidation skills.

Leader's Commandment: Grand Sunder

Starting level 2 you gain the ability to, when making a sundering strike, forgo the roll to hit and immediately hit, dealing damage as normal. Upon doing so you may distribute a total number of temporary hit points to your allies within 10ft of you equal to the amount of damage dealt.

Upon breaking a piece of equipement through this method, you regain your use of sundering strike as well as gain the ability to make an extra attack against that creature this turn.

 

Ancestral Wrath

Upon devoting yourself to becoming a monarch, you become learn of multiple stances and fighting styles from your ancestors that they used in combat many years in the past. You may as a bonus action you may change your ancestral stance but you may only be doing one at a time unless otherwise stated. If you wish to you may also use your bonus action to stop using stance entirely.

Iron Wrath. While defending yourself with powerful counter attacks, you gain resistance to all attacks excluding spells. However this stance lacks power and thus you will only deal half damage on each attack.

Gore Harvester. While in this stance, upon damage a creature that is not at maximum hit points, all weapons you use gain an additional damage die of the largest size. For example if a weapon dealt 1d6 fire and 1d8 slashing, then you would gain an additional 1d8 of slashing damage for a total of 1d6 fire damage and 2d8 slashing damage. However, being this ferocious has the drawback of this being applied to you as well. If another creature is to attack you and you do not have maximum hit points.

Compounding Force. While fighting with compounding forces, you gain the ability to bypass most resistances, if the resistance requires a magic item or silvered weapon then you must still hold one of such. However bypassing enemies defenses comes at a cost, as the first attack that is sent your way will be treated as if you were vulnerable to the attack. If the attack misses however, then the following attacks will go back to being treated as normal.

Stranger to Death

Starting 6th level, your body has become more accustomed to the natural forces of weapons and objects being thrown at it. When damage reduces you to 0 hit points, you can make a Strength saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Mark of the Betrayer

Beginning 8th level your eyes have become accustomed to seeing through betrayers and what they will do.

Upon striking a creature with any attack, you may use your bonus action to mark them. Marking a creature as a betrayer grants your Wisdom modifier to all damage rolls towards the betrayer for the next minute regardless of the source. This bonus damage also applies for your sundering strikes.

You may mark a number of creatures equal to your Wisdom modifier per day, minimum once.

Council of Truth

Starting 13th level, your deeds have not gone unnoticed, the primal strength inside touches and resonates with others to the point at which you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Desolating Critical

With 17th level, upon critically striking a creature, all creatures within 5 feet of it must make a Dexterity saving throw, DC equaling 8 + your proficiency bonus + your Strength modifier. or take the damage alongside the target.

Primal Reign

Beginning 17th level, your internal primal strength sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

You may also as an action, link your life to those around you for up to a minute. You may choose a number of creatures up to your Constitution modifier to link your life with.

While linked, if you use bloodthirst to heal, all linked creatures will heal an equal amount of hit points, up to a maximum of hit points equal to your level. If a linked creature heals themselves or receives healing, then you are healed for half the amount.

As long as you are within 30 feet of the linked creature, you may benefit from it's effects.

Upon using this feature, it may not be used until you finish a short or long rest.

Sacred Beliefs

Here is a list of all the sacred beliefs that an archon may learn with their listed prerequisites. Remember that each sacred belief may only be chosen once unless otherwise stated.

Armor of a Primal Reign

Requires Archon, level 2

While not wearing armor, your natural armor class becomes 10 + your Dexterity modifier + your Strength Modifier.

Heavyweight Blows

Requires Archon, level 2

Upon striking a target with a sundering strike, the targeted creature may be moved 5ft in all directions but up or down. The targeted creature cannot share the same space as you. This will provoke opportunity attacks.

Hungering Thirst

Requires Archon, level 2

This belief allows you to use bloodthirst after the attack is announced to be a hit or miss. Additionally, you gain the ability to sacrifice all damage on this attack to instead heal for twice the amount of damage dealt.

Draining Strikes

Requires Archon, level 2

Upon striking a creature with a sundering strike, their movement speed is reduced by 10 feet until the end of your next turn.

Lord's Vision

Requires Archon, level 2

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Teachings of all

Requires Archon, level 2

You can read all writing.

Truth Seeker Eyes

Requires Archon level 2

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Beast Speech

Requires Archon, level 2

You can cast speak with animals at will, without expending a spell slot.

Earth Shatterer

Requires Archon, level 5

Using a tribunal, you may instead strike the ground when using a sundering strike. Doing so will make all creatures within a 10 ft radius around you make a Dexterity saving throw DC is equal to 8 + your proficiency bonus, on a failed saving throw the creature is knocked prone. Succeeding will allow them to be unaffected.

Primal Strength

Requires Archon, level 5

Your tribunals become +1 magic items while attuned to and upon one of your tribunals breaking, you may spend an action, to repair it by making a DC 15 Constitution check. Upon succeeding the weapon comes back with full hit points, and upon failing the weapon is not fixed and cannot be fixed until outside of combat.

Repairing a tribunal out of combat can take either a short or long rest, it does not matter, but the tribunal will come back with full hit points.

Decimating Strikes

Requires Archon, level 5

Upon making your sundering strikes, you may also roll to hit as per normal. This will deal damage to the weapon or shield and the creature holding said weapons. Both the weapon and the creature will take the same amount of damage if you succeed on the roll to hit.

Repercussive Strikes

Requires Archon, Level 7

When you successfully strike down and destroy an opponents weapon, you regain 2 uses of sundering strikes, up to your maximum number of strikes.

Destructive Force

Requires Archon, level 11

You gain an additional extra attack.

Archon Priest Beliefs

Archanurgy

Requires Archon Priest, level 2

Your fundamental understanding of magic expands more, allowing you to select spells from any spell list. The spells you select must still follow the previous spellcasting rules.

When a creature attempts to counter your magic via counterspell or similar effects, they have disadvantage upon doing so.

Tribal Gift

Requires Archon Priest, level 6

You may choose any spell that you know and be able to cast it once per day without expending a spell slot. This only works for the lowest spell level that you may cast the spell at. This can only also be done to one spell per day.

Basic Foundations

Requires Archon Priest, level 6

You may add your Wisdom modifier to all your spells' damage.

Omnipotent Strike

Requires Archon Priest, level 13

Your primal overpowerment dice size increases to d10s instead of d8s.

Primal Hunt

Requires Archon Priest, level 17

Upon taking the Primal Hunt, your primal companion splits into 3. Each primal companion may link to an ally and you can still cast spells like originally from them. However, spells such as cure wounds, when effecting linked allies will only heal for half the original amount granted to the first target. Each target may still only receive healing this way from one primal companion or you.

When casting cantrips you may also spend a charge of your sundering strike to cast the cantrip from all primal companions, rolling to hit for each one if applicable. Additionally you no longer have disadvantage on roll to hit spells.

Primal Destroyer

Requires Archon Priest, level 17

Your primal guardian gains the ability to, when using deflect attack, the attacker takes force damage equal to 1d4 + your Wisdom modifier. Additionally your primal guardian gains an additional damage die to all of it's attacks.

Monarch Beliefs

Eternal Watch

Requires Monarch level, 2 You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as praying and keeping watch.

Heirloom Blades

Requires Monarch, level 6

Upon making an attack with your tribunals, you may add your Constitutiuon modifier to the damage roll. The distance at which you can then also recall your tribunals is doubled.

Primal Vision

Requires Monarch, level 7 As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

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

Empire of Moon

Requires Monarch, level 13

As an action you gain the ability to grant a creature the benefits or detriments if there are any to being in the night. For example you may use this on a kobold to remove their sunlight sensitivity. The effects of this ability last 8 hours and can be used after finishing a short or long rest.

From Ashes to Embers

Requires Monarch, level 13

You gain the ability to cast spare the dying, and speak with dead at will without using spell slots.

Lacerate

Requires Monarch, level 17

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. This works whenever you use a sundering strike as well.

 

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