Minor Archon Familiar (5e Class Feature)

From D&D Wiki
Jump to navigation Jump to search

Minor Archon Familiar[edit]

Warlock, Pact of the Chain Familiar Variant - Seraphim Patron

  • Requires Pact of the Chain, Seraphim Patron

You have proved yourself worth to your Celestial Patron, and your extended connection has led them to grant you a Minor Archon to protect their interests in your life.

Minor Archon[edit]

Tiny celestial, neutral (or the alignment of your patron)


Armor Class 15 (natural armour)
Hit Points 10 (3d4 + 3)
Speed 40 ft., fly 60 ft.


STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 14 (+2)

Skills Deception +4, Insight +4, Perception +4, Persuasion +4, Stealth +5
Damage Immunities radiant, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 120 ft., passive Perception 14
Languages Common, Celestial
Challenge 0 (10 XP)


Gods' Speed Send from the heavens above, this divine messenger is swift flier ensuring that it always reaches its commanded destination. Grants 60 ft. Flight speed

Gilded Words The heavenly form that this avatar of power commands is beguiling to all who hear it, its heavenly words bewitching the mind of those untouched by its divine grace. Grants Charisma 14; Gains Deception, Insight, and Persuasion as trained skills.

Divine Sight The light of its celestial host guides its sight through even the bleakest of spectacles. Gains Dark vision 120 ft. ; Can see through magical darkness, as a Quasit's Devil Sight trait.

Shield of Faith This Archon's deity grants it protection from those who wish to harm it. Gains resistance against magical damage, as a Quasit, Imp, or Pseudodragon. While the Archon is within 10 ft. of its master, the master shares the familiar's Magic Resistance trait.

Pious Protection The Archon's patron grants it the ability to conceal its-self against the forces the wish to detect it. Gains the ability to magically turn Invisible as a Bonus Action, until it attacks or its Concentration ends (as if concentrating on a spell). Any Equipment the Archon wears or carries is Invisible with it.

Celestial Connection The connection between the Archon and your Seraphim Patron, amplifies the connection between Master and Familiar. Whilst the two are bonded, the master can sense what the pseudo dragon senses, simple ideas, emotions and images, as long as they are within 1 mile of each other, and is able to pass across simple messages and commands.

ACTIONS

Radiant Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on DC 14 Charisma saving throw or take 5 (2d4) radiant damage and become poisoned for 1 minute. The target can repeat its saving throw at the end of each of its turns, end the effect on a success.


Minor Archons are the weakest avatars of their respected Celestial Deities, often sent down from the heavens to relay messages to allies, or foes, providing moral support in the virtuous light of their Master. The appearance of the Archon can vary depending on their Celestial Origin, and their Empowerment; an Un-Empowered Archon of Pelor may appear as a lantern archon, whilst an Empowered Archon of Ehlonna may appear as a pygmy owl. No matter what form the Archon takes, its attack and stats remain the same.


Variant: Strengthened Bond[edit]

The strength of the relationship between Archon and Warlock can vary depending on the connection between the Warlock and their Seraphim Patron, the stronger the link between the Patron and follower, the stronger the Archon, as the amount of divine power that the Patron instils in the Archon increases. Whenever the Warlock takes an invocation linked to their Pact of the Chain, like Voice of the Chain Master or Chains of Carceri, proves themselves their Patron, by doing something overly heroic, or does something in line with their Patron's beliefs (DM's discretion), the Archon becomes imbued with divine power. Whenever the Archon becomes empowered, there are multiple options, the Archon can have an ability score increase, gains a trait (shapeshifting/spell-casting/multi-attack), or allows the Warlock to gain an Invocation (or some other benefit of the DM's choosing).

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsClass Features