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. Using evil to destroy evil.
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 Wisdom your strongest ability score if you wish to go for more supportive spellcasting with the Archon Priest archaic devotion. Otherwise I would stick with Strength being your highest as it ties into your attacks and abilities for both Monarchs and Archaic Huntress'.
Art Credit: Boss Fight
- By: Jason Nguyen
If you like being in the back, Archaic Huntress and Archon Priest will be better options for you. Archon priest is also a good devotion to have if you like being in the middle of the party rather than the front or back. Monarchs will be the best choice if you want to constantly be on the front line.
For beliefs, I would focus on what you need in your team. If you happen to not be able to see in the dark. Lord's Vision is a very good choice. Varietal Upbringing is one of the few beliefs allowing you to grab something from another archaic devotion. Use this to your advantage and gain access to some features that can cause clutch plays. Destructive Force and Eternal Watch, getting another extra attack is very nice to have and while not necessary, is always nice to have.
For devotion specific beliefs, it is best to only grab a few of them rather than all of them. Devotion specific beliefs can have a significant or an abysmal effect on how you play so by taking only a few, you keep a consistent play style with little risk of causing worry in your party.
Art Credit: Zeus
- By: Jason Nguyen
Optional Rule: Multiclassing
- Prerequisites. To qualify for multiclassing into the archon class, you must meet these prerequisites: Strength 13 and Wisdom 13.
- Proficiencies. When you multiclass into the archon class, you gain the following proficiencies: Light armor, and simple weapons.
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, Shields
- Tools: None
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Athletics, Animal Handling, Arcana, Insight, Medicine, Perception, Religion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a spear or (b) any simple weapon of your choice
- (a) a shortbow and 20 arrows or (b) a simple weapon of your choice
- (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.
Archon
| Level | Proficiency Bonus | Features | Beliefs Known | Benevolent Boons |
|---|---|---|---|---|
| 1st | +2 | Tribunals, Benevolent Boons | — | 1 |
| 2nd | +2 | Fighting Style, Sacred Beliefs, Archaic Devotions | 2 | 1 |
| 3rd | +2 | Leader's Commandment (1/rest) | 2 | 2 |
| 4th | +2 | Ability Score Improvement | 2 | 2 |
| 5th | +3 | Extra Attack | 3 | 3 |
| 6th | +3 | Devotion Feature | 3 | 3 |
| 7th | +3 | Staggering Strike | 3 | 4 |
| 8th | +3 | Devotion Feature, Ability Score Improvement | 4 | 4 |
| 9th | +4 | Leader's Commandment (2/rest) | 4 | 5 |
| 10th | +4 | — | 5 | 5 |
| 11th | +4 | Aura of Dissolution | 5 | 6 |
| 12th | +4 | Ability Score Improvement | 5 | 6 |
| 13th | +5 | Devotion Feature | 5 | 7 |
| 14th | +5 | — | 6 | 7 |
| 15th | +5 | Lord's Gaze | 6 | 8 |
| 16th | +5 | Ability Score Improvement | 6 | 8 |
| 17th | +6 | Devotion Feature | 6 | 9 |
| 18th | +6 | Leader's Commandment (3/rest) | 6 | 9 |
| 19th | +6 | Ability Score Improvement | 7 | 10 |
| 20th | +6 | Force Fealty | 7 | 10 |
Tribunals
Starting 1st level, you gain the ability to extend your control over desired weapons, making them into tools for your conquest.
You may make a weapon your tribunal by spending a 30 minute ritual on a particular weapon, you may have a number of tribunals equal to half your proficiency bonus at one time. If you exceed this number then you lose attunement to your oldest tribunal.
While using a tribunal you may replace your attack modifier with your Wisdom modifier for rolls to hit and damage rolls.
Benevolent Boon
Beginning 1st level, your worship and practice of the archaic arts has been rewarded through the empowerment of your attacks and actions. Your access to these is represented by a number of benevolent boons, as shown in your benevolent boons column of the Archon table.
You can spend these points to fuel various boon features. You start knowing three such features: Poisoned Mind, Bloodthirst, and Bulwark. You learn more boon features as you gain levels in this class.
Art Credit: Angel Knight
- By: Jason Nguyen
When you spend a benevolent boon, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended benevolent boons back into yourself. You must spend at least 30 minutes of the rest practicing or praying to regain your benevolent boons.
Some of your archon features may require a saving throw. For these abilities the saving throw DC is determined by your proficiency and Wisdom modifier.
Boon save DC = 8 + your proficiency bonus + your Wisdom modifier.
- Poisoned Mind. After taking the attack action, you may expend 1 benevolent boon and cause the target to make a Wisdom saving throw or lose their reactions until the start of their next turn, and gain disadvantage on their next Dexterity saving throw before the start of their next turn.
- BloodThirst. After taking the attack action, you may expend 1 benevolent boon, in doing so you heal for an amount equal to half damage dealt by this single attack.
- Bulwark. As a bonus action you may expend 1 benevolent boon to gain a +1 to your AC until the start of your next turn.
Fighting Style
Beginning level 2, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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 beliefs 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 that you pledge to specializes in specific roles those being: Pledge of the Archon Priest, Pledge of the Monarch or Pledge of the Archaic Huntress 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, both being determined by your Archaic Devotion.
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 creatures must make the save against your benevolent boon save 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 long rests.
Note: Multi-Classing
Leader's Commandment acts in the same way as a Cleric's or Paladin's Channel Divinity. These abilities while named differently will take the same resource.
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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Staggering Strike
Starting 7th level, you may strike an opponent with immense force disrupting their battle. When you hit another creature with an attack, you can spend 1 benevolent boon to attempt a staggering strike. The target must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Aura of Dissolution
Beginning 11th level, whenever a hostile creature within 10 feet of you must make a saving throw, you may expend a benevolent boon granting a deduction to the targeted creature's saving throw equal to half your proficiency bonus. You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Lord's Gaze
Starting level 15, you gain the ability mark a target for 1 minute at a time as an action. Marking a target multiple times only restarts the timer at 1 minute and will not lower any resistance or immunity further.
When marked, the targets resistances and immunities degrade, you may choose a damage type. In doing so the target has their immunity and resistances towards that element worsened. For example, if you mark a creature with a curse of fire damage. Their immunities will be lowered to resistance and their resistance will vanish. However if the target does not have immunity or resistance to that damage type, then nothing happens.
You may mark creatures a number of times equal to your proficiency modifier per short or long rest.
Force Fealty
Upon reaching 20th level you are the pinnacle of yourself, all others must acknowledge this. As an action you speak and command all targeted creatures within 30 feet of you make a Wisdom saving throw against your Tribunal save DC. Creatures do not need to understand you in order to make this saving throw, creatures still must be able to hear you otherwise, creatures that cannot hear or if they are a construct automatically succeed their saving throw. Upon failing they must stop what they are doing and are forced to their knees. For the next minute the effected creatures will be considered paralyzed and prone.
While paralyzed the effected creatures may use their action to make a Strength check to break free from their paralysis. If a creature breaks free from their paralysis they are then marked with the mark of insubordinance for the remainder of the minute.
Upon succeeding the initial saving throw, the targeted creatures are instead marked with the mark of insubordinance for the next minute.
Mark of Insubordinance: While marked the targeted creature will receive an additional 1d4 damage from all sources for the next minute and have their movement speed reduced to half of it's maximum.
The number of times that you may force fealty upon others is once per long rest.
Art Credit: Necromancer
- By: Jason Nguyen


Pledge of the Archon Priest
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 spiritual companion and the ability to cast spells. These archon's 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 casters can seem to be more of a challenge than one thinks.
Magic to them is not influencing the weave and imposing your will upon it but rather pulling at each of the strings of the weave to unravel or create these magical instances. Seeing more than what is just in front of them, archon priests have found ways to expand their god's worship and keep them alive. While lesser known, the gods that archons worship are very powerful and often create miracles to aid those that will listen.
Bonus Proficiencies
Beginning 2nd level, your senses enlighten and become more aware of those above you. 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 three 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 priest 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
Art Credit: Samurai and Cats
- By: Jason Nguyen
| Archon Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 1st | — | — | — | — | — | — |
| 2nd | 3 | 3 | 2 | — | — | — |
| 3rd | 3 | 4 | 3 | — | — | — |
| 4th | 3 | 4 | 3 | — | — | — |
| 5th | 3 | 4 | 3 | — | — | — |
| 6th | 3 | 5 | 4 | — | — | — |
| 7th | 3 | 6 | 4 | 2 | — | — |
| 8th | 3 | 6 | 4 | 2 | — | — |
| 9th | 3 | 7 | 4 | 2 | — | — |
| 10th | 4 | 8 | 4 | 3 | — | — |
| 11th | 4 | 8 | 4 | 3 | — | — |
| 12th | 4 | 9 | 4 | 3 | — | — |
| 13th | 4 | 10 | 4 | 3 | 2 | — |
| 14th | 4 | 10 | 4 | 3 | 2 | — |
| 15th | 4 | 11 | 4 | 3 | 2 | — |
| 16th | 4 | 11 | 4 | 3 | 3 | — |
| 17th | 4 | 11 | 4 | 3 | 3 | — |
| 18th | 4 | 12 | 4 | 3 | 3 | — |
| 19th | 4 | 13 | 4 | 3 | 3 | 1 |
| 20th | 4 | 14 | 4 | 3 | 3 | 1 |
Primal Dispersion
At level 3, you gain a single primal companion. This primal spirit is friendly to you and your companions, and it obeys your commands.
Each primal companion has a number of hit points equal to your level and an AC of 10 + half your level, rounded up. If it has to make a saving throw, it uses your saving throw bonus for the roll
If you happen to lose your primal companions you may re-summon them at the end of a short or long rest expending a spell slot of your highest available level to do so. You do not regain that single spell slot if you choose to re-summon all primal companions.
In combat the primal companion shares your initiative count, but takes their turn immediately after yours. As a bonus action you may command any number of primal companions that you have to move up to 30 + (Your Wisdom modifier * 10) feet. Additionally as part of that same bonus action, the primal companion may "link" or "unlink" with a friendly creature. In doing so the primal companion shares the same space as the friendly creature and should the linked creature move, so will the primal companion. A primal companion is not able to link to a friendly creature the same turn they unlink .
Whenever you cast a spell you have the option of casting the spell as if you were in the position of any of your primal companion's locations. If the spell requires a roll to hit, and you do not have line of sight but your primal companion does, you may still make the attack with disadvantage to hit.
When casting a spell that has a range of self, if a primal companion is linked to a creature, that linked creature may become the target of the spell instead.
When casting a spell that has a range of that is greater than self or touch, the primal companion must be unlinked.
If the spell has a range of touch, the primal companion may be either linked or unlinked.
Leader's Commandment: Primal Recovery
Starting level 3, 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).
Leader's Commandment: Pack Leader
Beginning 3rd level, you lead your people with purpose and run with the pack. For the next 5 minutes a number of creatures equal to your proficiency modifier that you can see gain additional movement speed equal to half of their base speed.
Creatures running with the pack cannot be suprised and upon entering combat these creatures also gain a bonus to their initiative rolls equal to half of your proficiency modifier rounded up.
Art Credit: Wandering Entity
- By: Jason Nguyen

Archaic Sorcery
When you reach 6th level, you may add your Wisdom modifier to all your cantrips' damage.
Primal Teachings
Starting 8th 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.
Archaic Dynasty
At 13th level your magic gains a powerful will. In doing so your primal companion shimmers as it attracts a second primal companion to aid you. You may now summon and have 2 primal companions active at one time.
If multiple primal companions have line of sight on a roll to hit attack, the ranged spell attacks no longer has disadvantage.
Primal Hunt
Starting 17th level, you can now summon 3 primal companions active at one time.
Immediately after casting a cantrip you may also spend 1 benevolent boons to cast the same cantrip from an additional source, a primal companion or yourself. Using separate rolls to hit and saving throws for each one.
Art Credit: Necromancer
- By: Jason Nguyen

Pledge of the 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 at 2nd level, you become proficient in the insight and intimidation skills as well as five martial melee weapons of your choice.
Leader's Commandment: Dispel Secrets
As an action you may cast the spell Zone of Truth centered on yourself. Additionally all illusions within the area dispelled and all sources of divination such as an arcane eye are revealed to everyone within the area. The true forms of creatures, such as shapechangers, can also be seen but only to those within the area. Otherwise all effects of this commandment are unseen and unnoticed.
Leader's Commandment: Invigorating Call
As an action you speak words of strength and heart, all friendly creatures including yourself that can hear you gain 30 feet of additional movement speed for the next minute and temporary hit points equal to your level.
Art Credit: Dark Magic
- By: Jason Nguyen
Raised by Blade
Beginning 2nd level, Devoting yourself to the lifestyle of a monarch leads no stone to be left unturned. Each discipline and technique must be practiced so that your knowledge and wisdom may grow.
You gain an additional fighting style.
Additional Available Fighting Styles
-
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
-
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
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 10). On a success, you instead drop to 1 hit point and gain a number of temporary hit points equal to your level. You can't use this feature if you are reduced to 0 hit points by a critical hit.
After using this feature, you cannot do so again until you finish a long rest.
Bathed in Blood
Starting 8th level, upon being struck with an attack you show your enemies your fearlessness, you may expend 1 benevolent boon as a reaction and choose a number of creatures up to your proficiency bonus within 15 feet of yourself. All targets must then make Wisdom saving throw or have their movement speed reduced to 0 until the end of their next turn
Beginning 18th level, this becomes 30 feet around yourself.
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 notice the small ticks people. You gain advantage on all insight checks on creatures within 10 feet of you. As such you may also not ever be surprised while conscious.
Beginning 18th level, this becomes 30 feet around yourself.
Unrelenting Conquerer
Starting 17th level, each vital strike fills you will adrenaline and strength. For each critical strike you achieve, you gain an additional use of your extra attack. The most you may obtain from this feature is an additional two attacks per turn.
Pledge of the Archaic Huntress
The hunters and huntress' alike walk a path unknown. A perfect shot is the perfect tribute to the archons, and chasing down the perfect catch is the greatest tribute to be had. Trackers, executioners, pathfinders, all titles for an archaic huntress. They know their enemy, know how to slow them down, pick them apart piece by piece before the final strike.
Bonus Proficiencies
Devoting yourself to the hunt at 2nd level grants you proficiency in the survival and stealth skills as well as martial ranged weapons.
Leader's Commandment: Flexible Focus
As a bonus action you begin playing with your prey, granting yourself half of your base movement speed as additional movement and the ability to use the dodge action as a bonus action for the next minute.
Art Credit: Fiery Knight
- By: Jason Nguyen
Leader's Commandment: Denial of Sanctuary
Upon seeing a creature receive magical healing you may expend your reaction to deny their saving grace. In doing so the target is not healed for the amount of hit points they receive, but instead are dealt damage equal to that amount.
Archaic Archery
Starting 2nd level your use of a bow has become more refined, your devotion to your tool of trade becomes apparent in it's lethality.
You gain the following benefits while wielding a simple or martial ranged weapon.
- You no longer have disadvantage on ranged attacks within 5 feet of you.
- You may use your Strength modifier instead of your Dexterity modifier for any and all ranged attacks.
- Your ranged weapon attacks ignore half cover.
Hunting Time
At 2nd level you know how to strike key points on the enemy to cripple their movement and make it easier to track them. Upon striking an enemy with an attack, the targeted creature loses 10 feet of movement until the end of their next turn.
Immediately after making a ranged weapon attack you may expend 1 benevolent boon to gain a benefit against your prey. For the next minute, when attacking a creature with impaired movement, your attacks receive additional damage equal to your Wisdom modifier (minimum 1). This applies to the attack that was used to trigger this effect and may occur only once per turn.
Tracker's Blood
At level 6 you sense challengers to your throne. Their presence irritating your blood. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any beast, monstrosity, aberration within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Wisdom modifier per long rest.
Reposition
Beginning level 8 you learn to reposition yourself in between shots. As a bonus action you may magically teleport to a vacant location within 30 feet of you.
You may reposition yourself this way a number of times equal to your proficiency bonus per short or long rest.
Art Credit: Angel
- By: Jason Nguyen
Scent of Blood
Starting 13th level, when attempting to track a creature who has impaired movement or was effected with a condition, you will gain advantage on all rolls to track them.
Immediately after successfully making a ranged weapon attack you may expend 1 benevolent boon to expose your target, granting your next ranged weapon attack advantage to hit this attack towards the target will also ignore half and three-quarters cover.
If the targeted creature dies before the start of your next turn, you regain 2 benevolent boons.
Firing Line
Beginning 17th level, as a bonus action you may expend 2 benevolent boons to conjure 2 archaic arrows with each of your ranged weapon attacks for the next minute. These two arrows can target any creature you can attack, upon making a ranged weapon attack, these arrows will fly out and attack up to 2 additional creatures before returning, dealing 1d4 damage + your wisdom modifier to the targeted creatures.
Upon using this ability, you may not do so again until after 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 the Devout
Requires Archon, level 2
While not wearing armor, your natural armor class becomes 10 + your Dexterity modifier + your Strength Modifier.
Aura of Durance
Requires Archon, level 2
All terrain in a 15 foot radius of you becomes difficult terrain for hostile creatures. At level 18 this radius increases to 30 feet.
Varietal Upbringing
Requires Archon, level 2
You gain a leader's commandment from one of the other archaic devotions that you are not a part of.
Lord's Vision
Requires Archon, level 2
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
Teachings of all
Requires Archon, level 2
You can read and comprehend all writing.
Beast Speech
Requires Archon, level 2
You can cast speak with animals at will, without expending a spell slot.
Eternal Watch
Requires Archon, level 2
You no longer need to sleep and have advantage against being forced to sleep by magical effects. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as praying and keeping watch.
Chaos Shield
Requires Archon, level 2
Instead of healing the amount healed by bloodthirst, you may instead grant an equal amount of temporary hit points to another creature within 30 feet of you. Additionally the targeted creature gains an elemental resistance of your choice (excluding force and psychic damages), for the duration that the temporary hit points exist.
Whisper of Exertion
Requires Archon, level 2
Your base long jump and standing long jump distances double. After running at least 10 feet you may also slide along the ground for the same distance as your long jump.
Art Credit: Fire Mystic
- By: Jason Nguyen
Gift of the Inevitable
Requires Archon, level 2
You gain immunity to non-magical and magical difficult terrain.
Roar of Steel
Requires Archon, level 5
While a tribunal is within a 30 feet radius from you, as a bonus action you may recall it back to your hand. The tribunal must have an unobstructed path back to you in order to do so.
Eyes of the Truth Seekers
Requires Archon level 11
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.
Disruptive Arsenal
Requires Archon, level 11
Upon striking a targeted creature with your tribunal or spell, they will gain 1 mark. Upon reaching 3 marks, the next successful attack that you make towards the creature will take an additional 3 damage and the creature will then lose all three of its marks.
Your tribunals will also begin to count as magical attacks for overcoming resistances and immunities.
Euphoric Embrace
Requires Archon, level 11
Once per turn, upon using bloodthirst, you heal for the full amount of damage dealt instead of half.
Destructive Force
Requires Archon, level 11
You gain an additional extra attack.
Archaic Blessing
Requires Archon, level 13
The primal arcana inside you begins to cleanse your body of it's impurities, making you immune to disease and poison.
Watch of the Moon
Requires Archon, 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 once per short or long rest.
Sight of Ancients
Requires Archon, level 20
Your lord's gaze no longer turns immunities into resistances, instead they immediately remove the immunity for the duration of lords gaze. If the creature has resistance, they lose that resistance for the duration of this effect.
Kingslayer
Requires Archon, level 20
As long as a weapon is your tribunal, when wielded by you, it will gain an additional damage die.
Archon Priest Beliefs
Archanurgy
Requires Archon Priest, level 2
Your fundamental understanding of magic expands more, allowing you to select spells and cantrips from any spell list. The spells you select must still follow the spellcasting rules.
Basic Foundations
Requires Archon Priest, level 6
You may add your Wisdom modifier to all your spells' damage.
Wrath Chain Beast
Requires Archon Priest, level 6
As a bonus action you may command your primal companions to make a linking attack, using your spell casting attack modifier, towards a hostile creature. Upon hitting the target, the attack deals 1d10 magical slashing damage and, the primal companion links to them allowing you to use them as a location of spell casting and marking the target as bound.
Additionally as an action, you may conjure magical chains from your binding primal companions. All creatures that are bound must make a Strength saving throw or be moved 10 feet towards either you or another primal companion.
Each time the binding primal companion does something, makes or is part of an attack or moves their bound creature. They must make a Strength DC 15 saving throw or unlink and appear within 5 feet of the bound target. A targeted creature is not bound if they have no primal companion linked to them.
Shield Maiden
Requires Archon Priest, level 7
As an action you may now make an attack with shields that you have on hand using your Strength modifier, dealing 1d6 bludgeoning damage on hit. You can also perform the somatic components of spells even when you have weapons or a shield in one or both hands.
While wielding a shield your Staggering Strike will now make the target stunned instead of incapacitated.
Monarch Beliefs
Historied Past
Requires Monarch, level 2
You gain an additional fighting style.
Flesh Wound
Requires Monarch, level 2
Upon being struck with a weapon attack you may use your reaction and expend 1 hit die reducing the damage taken by the rolled amount.
You may also expend a benevolent boon to double the amount of dice used when reducing the damage (not the number of hit die expended).
Revenant
Requires Monarch, level 8
Upon successfully using Stranger to Death all creatures within a 15 foot radius of you must make a Wisdom saving throw or become frightened for the next minute. At the start of each of their turns the effected creatures make a Wisdom check against your benevolent boon save DC, ending the effects on a success.
Tides of War
Requires Monarch, level 13
Upon a creature provoking an opportunity attack, you may make a second attack towards the target with disadvantage to hit. You may expend 1 benevolent boon to remove the disadvantage on the second strike.
Archaic Huntress Beliefs
Archon's Ammunition
Requires Archaic Huntress, level 2
You unleash your might upon foes by imbuing your ammunition with special magical effects. Once per turn as part of an attack action with a ranged weapon you may apply one of your ammunition types. You must declare which ammunition type that is being used, before the attack is made. Upon using an ammunition type twice, you are unable to use that ammunition type again until the next short or long rest.
When you take this sacred belief, you gain one of the ammunition types. Each additional ammunition type you choose will cost another sacred belief slot. Using multiple sacred belief slots for the same ammunition type will increase the amount of times you may use it in between short and long rests.
The ammunition types are as follows:
Devastating Arrow. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow blasts through objects, leaving a path of destruction behind. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
Sapping Arrow. When this arrow hits it's target, it drains the creature of its strength. The target must then succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
Dusk Arrow. When you use this option, you don't make an attack roll for the attack. Instead, the arrow lands at the targeted location and expands into a 15 foot area that lasts for the next minute. All creatures within the area must make a Constitution saving throw or have their movement speed reduced to 10 feet. While in the area, creatures have disadvantage on Dexterity saving throws.
Booming Arrow. Upon striking it's target, the target must make a Constitution saving throw or become deafened and take an additional 2d6 thunder damage.
Primal Vision
Requires Archaic Huntress, 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.