What severely disappointed me is how in the Warlock part of the Dungeons and Dragons 5e Players Handbook, we get these lovely chunks of information about the different kinds of Pacts: Great Old One, Fiend and Archfey.
Yet, we do not have any stats on these powerful beings to see why we would not want to get our masters angry at our pathetic mortal selves. I have solved the problem! At least for my personal favorite. With some time and effort as well as needed research into my guides for this edition, I present a stated-out Archfey enemy!
You will wish that your toes had never stepped here in the first place. It is known that the fey are strange, miraculous beings, but their power is dwarfed by that of the Archfey. In the eyes of sylvan beings, none compare in their mastery of the arcane and of trickery. They keep grudges for what seems like eternity, and will not let up on the chase for something even if it means watching from a distance their prey weaken and diminish.
Always with a other-worldly grace to them, they look similar to elves but have wings that take the form of either ones belonging to insects like dragonflys or birds.
Some even have wings resembling those of dragons and demons. For all of their power, they seldom travel out of the world of Faerie, and due to this they enlist Warlocks to serve them in whatever way they wish. Some seek ever-growing knowledge while others wish to spread mischief and chaos wherever they go. Magic Resistance: The Archfey has advantage on saving throws against spells and other magical effects.
Spellcasting: The Archfey is an 18 th level spellcaster. The Archfey has the following spells prepared, from the Sorcerer and Warlock spell lists. The Archfey can take 3 legendary actions, choosing from the options below. The Archfey regains spent legendary actions at the start of its turn. An Archfey often resides in a location of their choice, which is normally a place where the realms of mortal man and the fey overlap. These can be ruins, ancient castles or sacred groves of trees where no one sane dares to wander to.
Guarded by all manner of sylvan creatures, they make sure to keep them in a state of eternal beauty and grandeur. Its lair reflects the individual personality of the Archfey: while a benevolent and kind one may adorn it with everlasting trees and bird feathers, one with ill intention may cast shades of purples and greys over all that resides in its domain.
Due to their long-lived lifespans, many Archfey hoard some sort of valuable similar in the way dragons do in their lairs.
Monsters of DnD: The Archfey
It could be jewelry, magical artifacts or rare books. These beings are rare to give these up without a fight, but if granted something from their stock, consider it your luck kicking in. View all posts by brynvalk. This is excellent, thank you. I have a player wanting to have a fairly antagnostic relationship with thier patron and was looking all over for stats on Archfey. Though just one question, you say the CR is 22 inside its lair, what would it be outside?
Like Like. Hey, Im glad I can provide something for you and your player! You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account.The cycle continues, round and round in an endless loop. Beyond the four courts, there are a plethora of faerie folk unaffiliated with any court, factionless or courtless as the term denotes.
There are fae that resides over a particular aspect of nature like the sea, the wastes, or the skies. Then, there are those that haunt and stalk the endless darkness below the Feywild, foul creatures that have no love for the light above and prey on those foolish enough to enter their domain.
These additional courts cover types of fae typically not discussed and seem beyond the influence of the four main courts. The Courtless — Allegiances to No One. Many of these other courts or those that are deemed courtless owe their allegiances to themselves and whatever groups they wish to associate with.
The four fairy courts may have allied with these faes on occasion, summoning them in times of conflict and war. Most of these unaffiliated faes keep to themselves and remain neutral in the faerie politics.
Keep in mind that the four courts that represent the seasons are only one aspect of nature. Nature is multi-faceted and therefore takes on a multitude of expressions and will be personified in the Feywild in kind.
There are fae that preside over the seas, the desert wastes, and the endless skies of the Feywild. Whether you wish to incorporate these aspects across all four seasons is entirely left up to the GM. But fairies are said to be vulnerable to a special type of metal, known mechanically as cold iron.
Essentially, it is processed iron, forged iron if you prefer the term. Iron and metals from nature itself does not harm the fae. Metal is a reflection of the combination of elemental forces, in various cultures that include a fifth element, usually in the form of either metal or wood. The principle idea is that this fifth element is a culmination of all aspects of the four elements and is expressed in a singular form.
As a result, there are faeries that embody the metallic aspect of nature. But this unique court has another purpose and representation.
Humanoids are a reflection of nature as well, civilization is a construct crafted by the humanoids and therefore are reflected into parts of the Feywild.
Reflections of humanity is a great term to describe the Iron Court fey. If you want to include a clockwork element to the fey, this is a great way introduce concepts like time, order, pragmatism, metal, and civilization.
From a mechanical standpoint, if you want, you can use some narrative inspiration from the plane of Mechanus in the Great Wheel Cosmology. Even more fun, you can treat the Iron Court as a central antagonist of the Feywild, converting nature into the Iron Court, a source of pollution and ruin.
The Machine Empire from the Power Rangers is a great concept for a domineering and oppressive force. The Iron Lord would be a ruler of this would-be court, an emotionless fey that solely desires for the advancement of his court and his subjects. Combating against all of the fey courts for domination and conversion. A great of metal and smokestacks, hands with razor sharp claws, standing at least feet tall. His consort is the Lady of Ashes, a patron of coal, ash, and soot. A female fey of hidden beauty, for she is covered in a veil of black smoke, with only bits of gray skin shown on occasion.
There are dozens of lakes and ponds that shatter across the Feywild, but then there is the endless sea beyond that border close to the Elemental Plane of Water. Some iconic fey folk that may preside here are undines, merfolk native to the Feywild, and below the depths are monstrous entities that can only live in the endless expanse of this Fey sea.
Persana is the God of Tritons and easily rule over parts of the endless seas of the Feywild. Blibdoolpoolp is a great monstrous Archfey, as the patron to kuo-toas, imagine its large lobster head as it lurks through the deep dark depths of the ocean.
The wastes is often associated with deserts and arid lands, home to oversized reptiles, serpents, and insectoids. Nomadic Thri-Kreen may frequent these lands, there are plenty of elementals and djinn that make the Wastes their home. Wastes is a great place for things to get lost, and therefore you can have wonderful, covetous fey that stalk the sands and build great halls under them.
The Scorpion King is a powerful archfey that acquires lost treasure, possessing a greed akin to a dragon.Artagan is an elf-like Archfey  from the Feywild. He posed as a satyr named Garmelie to travel with Vox Machina for his own amusement before eventually revealing himself as Artagan once Saundor was dead. Artagan was very tall and thin, walking chest-forward and regal-poised.
Guide to the Feywild – Courtless, other Courts, and the Feydark
He wore sleeveless silk vestments of blue and green billowing freely behind him. Fan art of Garmelieby Thomas Brin. While posing as the satyr Garmelie, Artagan played a mischievous and self-centered character that enjoyed amusing himself by drawing immature caricatures of people, stealing items that caught his eye or imagination, and playing pranks.
He greatly valued his possessions, sometimes disproportionately to their actual value. Wearing his heart on his sleeve, Garmelie's capricious emotional state was typically easy to read due to his exaggerated and dramatic reactions, even when he tried to hide his feelings.
When his impulses were stymied by external forces, he became frustrated easily, but his mood could just as abruptly shift again, seemingly without holding a grudge. Garmelie preferred to avoid direct confrontation, choosing to run or hide when such situations arose. Artagan, after dropping the Garmelie persona, had a calmer, more patient, more mature disposition. His deep valedictory bow toward Vox Machina also indicated a more respectful nature than Garmelie's.
Unlike many fey creatures, Artagan did not belong to one of the fey courts. A cartoonist with an immature perspective, Garmelie produced many juvenile caricatures in his sketchbook.
When Syngorn phased from the Material Plane into the Feywild after the Chroma Conclave attacked Tal'DoreiGarmelie suddenly found himself with a city full of new subjects for his unique brand of art.
Garmelie claimed to have an uncle named Jameson, who taught him about some of the dangers in the Feywild. Garmelie began stalking and drawing Vox Machina after the party entered the Feywild to retrieve Fenthras. Vex'ahlia noticed the stealthy satyr and managed to sneak up on him using her broom, but she also noticed that he didn't pose a serious threat. Rather playfully, Vex hovered on her broom behind Garmelie, then playfully asked, "Whatcha drawin'?
Garmelie then began leading the group toward Shademurk Bog.
How To Make a Patron for a DnD Warlock
Garmelie accompanies the party to a series of rivers that block their path, and he attempts to part ways. Instead, Grog throws him as far as he can across the rivers. Ultimately Garmelie reaches the other side before he is able to leave. After Vox Machina faced and defeated SaundorGarmelie returned, revealing himself to be an Archfey named Artagan, who greatly enjoyed watching the group's adventures in the Feywild.
Artagan invited Vox Machina to visit him again sometime. The Archfey agreed to alter the Feywild's time dilation effect so that the party could rest for a day in the Feywild while only an hour passed on the Material Plane The first condition was that Vox Machina would later create a door for Artagan to enter into the Material Plane.
The second condition was that Artagan wanted to strangle Vax'ildan until he died, something he became interested in after hearing the half-elf say he was "kind of unkillable lately". Vax agreed to this and let the Archfey strangle him to death. As of the wrap up of Vox Machina's tale they did not hold to the first condition of the deal made with Artagan to provide a doorway into the Material Plane.
However, Matthew Mercer later confirmed that the doorway would have been built, even if it wasn't explicitly covered in the episode . Fan art of the Traveler, by Nikki Dawes. Claiming to have come from a world far away from ExandriaArtagan's "Traveler" persona began after sensing a kinship and discovering a spark uniquely similar to his own within a little blue girl named Jester Lavorre.
Young Jester believed with such unconditional childlike faith and wonder in Artagan's "divinity" as The Traveler that Artagan pretended to be the god she believed him to be, only to discover he actually started to become newly empowered from the unconditional faith she bestowed in him. Exhilerated, Artagan as The Traveler began to seek out others like Jester and himself who also believed in joy, mischief and the act of exposing arrogance and hypocrisy, becoming increasingly deified by their gathering faith.Today I want to talk about one of the main reasons that we care about them in the first place: warlocks take them as patrons and some paladins swear Ancient oaths to them.
More often than not in fiction, one finds that the Seelie and Unseelie Courts both have queens as their strongest figures. When you cast a spell that imposes the charmed or frightened effect, or you use a class or subclass feature that imposes the charmed or frightened effect, and all targets succeed their saving throws, you may give the effect your Concentration. As long as you maintain your Concentration, you may use this spell or feature again until at least one creature fails its saving throw and becomes charmed or frightened.
Once you use this feature, you may not do so again until you complete a long rest. Not to the exclusion of the other — after all, every kind of manipulation has its place. Beginning at 6 th level, you vanish in a puff of mist in response to harm, and prepare for a deadly retribution. The first time you deal damage to the creature that triggered this reaction before the end of your next turn, you deal 2d6 additional damage of the same type to that creature.
Beginning at 10 th level, your patron teaches you how to rise above fear and spread it among your enemies. As long as one enemy that you can see is frightened, you suppress the effects of the frightened condition on yourself. You can still gain the frightened condition, but you ignore its effects, including effects that only work on frightened targets. While at least one enemy that you can see is frightened of you, you may use a bonus action to force its nearest ally that can see it to succeed a Charisma saving throw against your warlock spell save DC or become frightened of you for 1 minute.
A creature that fails this saving throw may attempt a new saving throw at the end of each of its turns, and ends the frightened condition on a success. Once you use this feature, you must complete a short or long rest before you may do so again. Finally, the spell list — misdirection is good, but malice aforethought is better. Dissonant whispers replaces faerie firepass without trace replaces calm emotionsand spirit guardians necrotic version only replaces plant growth.
He is the mightiest warrior hero of the Seelie Court, and lesser fey knights and some paladins of the Oath of the Ancients emulate him as much as they can. His silver sword cleaves through lycanthropes and fiends, and his shining armor and shield dazzle his enemies.
Fey Presence is not completely unsuited to the Silver Knight, but to get what I want out of this Patron, I need the changes to kick in as early as possible.
At 1 st level when you choose the Silver Prince as your Patron, you gain proficiency in medium armor and shields. If you are a Blade Pact warlock, you also gain proficiency in heavy armor. If you have any other Pact, you gain proficiency in one martial weapon.
Starting at 6 th level, when an ally within 60 feet is hit by an attack, you vanish in a puff of mist and teleport to an open space adjacent to both the attacker and your ally. Using the original attack roll, the attack resolves as if you were the target. You reduce the damage that you take from this attack by 1d6 per point of proficiency bonus that you have. If there is no open space adjacent to both your ally and the attacker, you cannot use this feature.
Once you use this feature, you cannot do so again until you complete a short or long rest.
Fey huntsmen and leashed terorrs are, of course, his chief servants. The sliver of good in this cruel and terrifying force of nature is that he lavishes gifts and blessings on those who truly best his huntsmen and terrors. Where the Silver Knight had me giving the warlock fighter-like features, the Lord of the Hunt calls for ranger themes.
Reign of Terror is a better fit for him than Beguiling Defenses, though for slightly different reasons than the Queen of Air and Darkness. Dominate person and seeming are both incredibly appropriate for the Lord of the Hunt.I am distressed to discover that it has been almost two months since I wrote the last article in this series.
It has been a very busy time, and here we are again. There have been some great fan updates of redcaps into 5e, but in general the idea is that they are small but vicious bastards who want to bathe their caps in the blood of… whomever, really. I see the Mother of Redcaps as being a lot like the fey version of a crime boss: Ma Barkeror a number of different characters played by Kate Mulgrew.
But… maybe I can make this work as a barbarian subclass? Well, Frenzy has to go, because Frenzy is kinda bullshit. Until greater restoration is on the table, accumulating levels of exhaustion for using your first subclass feature is just awful. You can afford one level of exhaustion in a day, but probably not two and definitely not three. Mother Merciless At 3 rd level when you choose this path, you strike a bargain, or stumble into an arrangement, with the Mother of Redcaps. Her patronage grants you one Pact Magic slot.
After you complete a long rest, you must soak your cap or other garments in the blood of an enemy before you may use your Pact Magic. To do so, spend a bonus action adjacent to an opponent that has blood and has been slain or knocked unconscious within the last minute. The level of this spell slot starts at 1 st and increases to 2 nd at 5 th level, 3 rd at 10 th level, 4 th at 15 th level, and 5 th at 20 th level.
You know one cantrip of your choice, chosen from the warlock spell list. You learn a second cantrip at 10 th level. You may use cantrips without soaking your cap in blood. At 1 st level, you know two 1 st -level spells of your choice from the warlock spell list. You learn a third spell from the warlock spell list at 5 th level, a fourth spell at 10 th level, and a fifth spell at 20 th level.
A spell you choose may be no higher than the Slot Level of your Pact Magic. When you gain a barbarian level, you may choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which must also be of a level no higher than the Slot Level of your Pact Magic. Constitution is your spellcasting ability for your warlock spells, so you use your Constitution whenever a spell refers to your spellcasting ability.
Further, while your current hit points are less than or equal to half of your maximum hit points, you can maintain concentration on a spell or effect while raging. Bloody Mess Beginning at 10 th level, you can spend a bonus action to douse your cap or other garments in blood while adjacent to an opponent that has blood and has been slain or knocked unconscious within the last minute.
Choose one enemy within 30 feet. Magic and Mayhem Starting at 14 th level, you gain a second Pact Magic slot. Further, when you spend your action to cast a cantrip, you may make one weapon attack as a bonus action. Is there a way to be a warlock bound to the Mother of Redcaps?Patrons and Warlocks, Warlocks and Patrons. The two are intrinsically tied together in 5e DnD.
But patrons themselves are a mysterious part of the game. While the rules do paint in the general brush strokes of what patrons are and how they provide warlocks with power, they leave a lot of gaps for you to fill in yourself. Warlocks are a character class that was introduced initially as a non-core class in 3. The class has changed a lot since then and is now a core class in DnD 5e.
Warlocks are powerful spell casters that derive their power from a greater power, known as their Patron. Despite this unnatural and potentially complicated arrangement, warlocks are still a very flexible class for players to use and role play.
Not all patrons are evil demons. Because of this no two warlocks need be the same and they can easily fit into just about any campaign or story. Warlocks, upon creation, have a few options for their patron. These are categories, not specific patrons. Archfey are creatures representing the forces of nature. Fiends are evil creatures offering power at a price. Great Old Ones are mysterious unknowable entities from the Far Realm and seem like alien and eldritch creatures. In just the three options present in the core rule book, patrons can come in wildly diverse forms and suit very different characters.
Within these groups you can fit a ton of different patrons and almost any reason for taking on a pact. A patron is a powerful entity that has some reason to lend its power out for a price. This opens up any warlock player as an opportunity for story, dynamic tension, and interesting character development.
No matter the patron, the DM now has a new tool in their arsenal to nudge the player in interesting directions and add more fun to the game. As a note, do make sure warlock players are okay with their class being used for direct story elements before you go off plotting something like that; not everyone wants to be the center of attention.
The player should have a heavy role in the development of their patron. Even if they choose The Fiend you want to make sure what you build with them will be fun to play. Steps 1 and 2 are both player driven choices about their character and should be the driving motives behind all your future decisions. Step 2 in the list is very important. Why did your player make their pact?
Was it for fame, power, or wealth? Perhaps they have noble reasons for making a deal. There are almost no restrictions for patrons and their powers. They can be almost any powerful supernatural or immortal force. An abolethan immortal fay creature, or an ancient dragon all work as potential patrons. While not all creatures work for this immediately, you can come up with reasons why any creature has ascended to the level of power that would be necessary to be a patron.
Even high level wizards could potentially be patrons with sufficient justification. The template you draw from is up to you, and it saves a lot of work to start with something known. If you want to take choosing a predefined template to the extreme, Wizards has put out an Unearthed Arcana pdf for pacts with the Raven Queen. This is a great example of a patron being fully fleshed out.
The Raven Queen is a powerful entity that exists in Shadowfell and is a clear cut patron. On the other end of the spectrum, you can make something entirely new for your players.The most powerful of all fey are godlike avatars of their chosen aspect of nature. Some are noble eladrin so old and powerful that they have transcended the bounds of mortality.
Some are the awakened spirits of mighty forests, mountains, rivers, or other environmental features. Others are the sentient incarnations of different kinds of animals and a rare few are fey of other races who have achieved great age and power. Few of these beings are as strong as a God, Archdevil or Demon Lord, but within their own demesnes, few entities in the multiverse can hope to best them. Archfey range from kindly to malicious and from compassionate to uncaring.
Generally it is dangerous for a mortal to deal directly with an archfey, but some find mortals as fascinating play-things and sometimes favor them with gifts of power or knowledge. The archfey are absorbed in their own rivalries, intrigues, and old enmities. They work at cross-purposes with eachother, although the most powerful amongst them govern factions of like-minded fey.
Several times a year, at no set schedule the archfey and their allies gather for a parliament and party, merging their royal courts into one great congress.
They spend this time together, scheming, feasting, dancing, planning ahead, creating laws, negotiating lands and treatsies, marrying and betraying eachother.
This court has no true leader, but it is hosted by one of the mightiest of the archfey: Tiandra the Summer Queen. Over the millinia the signatories of the Court of Stars have aligned themselves into factions. These factions vie for power and influence withen the larger court, which translates into greater arcane power and larger territoy in the Feywild. Most of the fey count themslves as members of multiple factions, often suporting rival factions to suit their own purposes.
Open conflict in the Court of Stars is rare. Favor is won through clever wordplay, duels with proxies and everchanging schemes. The summer fey are legendary, both for their excessive flair and their kindness towards mortals.
The summer fey consists of Eladrin and other fey creatures attuned with the season of summer, light, or warmth and are generally good spirits dedicated to fairness within the feywild. They, like the rest of the fey are still fickle lords, and generally have no problem sending men to their deaths on the faintest of whims. The summer court is lead by Tiandra the Summer Queen. The green fey consists of nature spirits and various races of the forests.
Namely dryads, treants and nymphs.