Archons GM Binder

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Archon Ranks

Archons To outsiders, archons may look like identical armor-clad


Archons are the soldiers of the gods, splinters of divine intent beings of light, but a character with proficiency in the Religion
and possessing no will of their own. Courageous and fierce, skill can recognize archons by their station.
they are charged with the protection of the outer planes, and Like devils, archons can advance in rank through virtuous
are guardians of the faithful spirits of the mortal dead. acts in service to their master. Each archon (other than
Archons are sometimes deployed to aid, reward, or punish a lanterns) bears metal appointments that signify their current
deity's mortal followers, or wage war against their enemies. rank and stage of advancement, as noted on the table below.
Domain Manifestations. Each type of archon is a direct Archon metals enhance within each rank, until promotion. For
incarnation of a divine portfolio, not tied to any particular example, when a hound archon with a platinum collar
deity. Their alignment is tied directly to the gods they serve, advances, it transforms into a warden with tin bracers.
and archons can come into conflict with each other if the All archons of the same rank are considered equal, with the
deities clash. Nevertheless, all archons are united in their quality of their appointments indicating only how far they are
opposition to those that would destroy the gods - especially from their next promotion. Such advancement is a cause for
demons. Ultimately, the archons' mission is to perform the celebration, never jealousy. Archons that seek elevation at the
will of all deities, not to cling to one god and promote its cause expense of their peers are cast into the Nine Hells, where
above those of all others. scheming and manipulation are better rewarded.
Astral Demise. Archons are incarnate fragments of a Rank Appointment Appointment virtues
deity's power, and do not truly have souls of their own.
When one dies, its spark of life returns to its deity's domain as Lantern None Tin (gray)
a lantern archon, leaving behind only its armor and any Hound Collar Bronze (brown)
equipment it was wearing or carrying. Such items make for
valuable treasure but draw the ire of the archon's allies. Warden Bracers, Girdle Copper (red)
Like fiends, archons can only be truly destroyed on their home Sword Breastplate Silver (white)
plane, which varies depending on their sworn deity .
Trumpet Half Plate Gold (yellow)
Immortal Nature. An archon doesn't need to breathe, eat,
drink, or sleep, nor does it have any desire to. Throne Full Plate Platinum (blue)
Hound Archon Throne Archons
Lantern archons that perform exceptional service to their The most exalted archons are guardians of the Arcana and
deity are gifted with the ability to take a more substantial Knowledge domains. Throne archons administer the cities
shape, vaguely resembling a dog, but with the archon's typical and realms of the divine dominions, and have considerable
featureless face. Legends are told of these glowing spirits influence on celestial politics as the official interpreters of
watching over children as they sleep, or guiding them through their deity's will. Holding regal court in titanic halls, thone
dangerous wilderness to safety. archons mediate disputes and resolve conflicts with clarity,
Hound archons serve as scouts and spies for greater wisdom, and grace. Clad in full plate and crown-like helms,
archons, and administer the domain of Trickery. Unlike the they nevertheless avoid combat whenever they can, instead
gregarious lanterns, hounds rarely announce their presence. sending their minions forth to fight for them.
When they spot a potential threat, they alert their superiors
before confronting the danger directly. Trumpet Archon
A hound archon that consistently demonstrates temperance Trumpet archons serve as celestial heralds and couriers, and
and restraint is awarded the rank of warden. are representatives of the Grave and Tempest domains. These
archons range the farthest from their home planes, escorting
Lantern Archon the spirits of the faithful dead to their eternal reward (or
Lantern archons are the smallest and weakest of the archons. punishment.) In this role they are known by mortals as 'grim
Manifestations of the Light domain, they glow about as reapers' or 'angels of death.' They also joyously return the
brightly as a torch. Thousands of these floating orbs gather in souls of those that are returned to life.
great clouds above the mountains and cities of the upper Each trumpet archon carries a gleaming silver trumpet
planes, suffusing those places with a soft golden light and the about 6 feet long, which it can transform into a silvered two-
faint sound of singing and laughter. handed weapon at will (typically a greatsword or scythe.)
Lantern archons are very friendly and usually eager to give This trumpet becomes a useless chunk of metal in the hands
what assistance they can. However, their bodies are just of any creature other than its rightful owner.
gaseous globes, and they are much too weak to render On the rare occasions when an open position appears
material aid. A stray lantern archon will gladly serve alongside among the throne archons, a fully advanced trumpet archon is
any adventuring party aligned with its cause. selected for promotion to their ranks.
While in service to mortals, it feels safest in a hooded or
bullseye lantern, where it acts as the lantern's light source. Warden Archons
Archons become more humanoid as they advance, though
Sword Archon they retain animal-like features for a time.
The domains of Forge and War are overseen by the sword The solemn warden archons manifest Life and Nature, and
archons. These archons are enforcers of divine rights, a their appointments include collars, girdles, and bracers.
pursuit to which they are perfectly suited. Wardens are the guardians of the portals between layers of
A sword archon can instantly transform its arms into blades the Outer Planes, providing comfort and aid to weary travelers
that burn with holy fire. While most revel in battle, they and preventing the unworthy from passing through. Wardens
understand the heavy burden of the abilities available to them. are also the watchers and scribes of their deities, observing
Accordingly, sword archons use their powerful discorporation other worlds through powerful divinations and keeping
effect only against those enemies they know to have records of what they see. Because of this, they tend to have a
transgressed divine law or against the sworn enemies of the keener understanding of mortal and fiendish affairs.
gods. Lawful sword archons reserve this power only for Wardens that overcome these temptations are rewarded
executions, following trial and sentencing by a throne archon. with promotion to sword archons.

Elemental Archons
The portfolios of some deities may include the base
elements. For example, deities with dominion over
Light or Forge might create Fire Archons.
You can use the Elemental Myrmidons featured in
Princes of the Apocalypse and Mordenkainen's
Tome of Foes to represent elemental archons, with
the following changes:
Type changes to celestial, of any alignment.
Replace immunity to poison damage with
resistance to radiant damage.
Replace the condition immunities with charmed,
exhaustion, and frightened.
Replace languages with telepathy, with a range
of 120 feet.
Variant: Archon Summoning
Hound Archon As an optional rule, an archon can use its action to
Small celestial (archon, shapechanger), summon more archons. It can use this ability once
any alignment per day, with no chance of failure.
A throne archon can summon 2d4 lantern
Armor Class 13 archon swarms, 1d6 hound archons, 1d4
Hit Points 38 (7d6 + 14) warden archons, 1d2 sword archons, or one
Speed 40 ft. trumpet archon.
A trumpet archon can summon 1d6 lantern
archon swarms, 1d4 hound archons, 1d3
STR DEX CON INT WIS CHA warden archons, or one sword archon.
10 (+0) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 16 (+3) A sword archon can summon 1d4 lantern
archon swarms, 1d2 hound archons, or one
warden archon.
Skills Insight +4, Intimidate +5, Perception +4,
A warden archon can summon 1d2 lantern
Stealth +7
archon swarms, or one hound archon.
Damage Resistances radiant; bludgeoning, piercing,
A hound archon can summon one lantern
and slashing from nonmagical attacks
archon swarm.
Condition Immunities charmed, exhaustion,
frightened A summoned archon appears in an unoccupied
Senses darkvision 60 ft., passive Perception 14 space within 60 feet of its summoner, acts as an
Languages telepathy 120 ft. ally of its summoner, and can't summon other
Challenge 4 (1,100 XP) archons. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses it
Angelic Weapons. The archon's weapon attacks are as an action.
magical. When the archon hits with any weapon,
the weapon deals an extra 1d8 radiant damage
(included in the attack).
Cunning Action. On each of its turns, the archon can
use a bonus action to take the Dash, Disengage, or
Hide action.
Illumination. In its true form, the archon sheds dim
light in a 30-foot radius.
Innate Spellcasting. The archon's spellcasting ability is
Charisma. The archon can innately cast detect evil
and good at will, requiring no components.
Shapechanger. The archon can use its action to
polymorph into a Small or Medium dog, wolf, or
similar beast, or back into its true form. Other than
its size, its statistics are the same in each form.
Any equipment it is wearing or carrying isn’t
transformed, and is left behind if it dies.

Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage plus 4
(1d8) radiant damage.
Menace. Each creature of the archon's choice that is
within 60 ft. of the archon and aware of it must
succeed on a DC 13 Charisma saving throw or
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the Menace of
all hound archons for the next 24 hours.
Lantern Archon Swarm of Lanterns
Medium swarm of Tiny celestials (archons),
Tiny celestial (archon), any alignment any alignment

Armor Class 14 Armor Class 14
Hit Points 5 (2d4) Hit Points 36 (8d8)
Speed 0 ft., fly 40 ft. (hover) Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 10 (+0) 7 (-2) 13 (+1) 15 (+2) 1 (-5) 18 (+4) 10 (+0) 7 (-2) 13 (+1) 15 (+2)

Damage Immunities poison, radiant; bludgeoning, Skills Perception +3
piercing, and slashing from nonmagical attacks Damage Resistances bludgeoning, piercing, slashing
Condition Immunities exhaustion, grappled, Damage Immunities poison, radiant; bludgeoning,
paralyzed, poisoned, prone, restrained, piercing, and slashing from nonmagical attacks
unconscious Condition Immunities charmed, exhaustion,
Senses passive Perception 11 frightened, grappled, paralyzed, petrified,
Languages all poisoned, prone, restrained, stunned, unconscious
Challenge 1/4 (50 XP) Senses passive Perception 13
Languages all
Ephemeral. The archon can’t wear or carry anything. Challenge 2 (450 XP)
Illumination. The archon sheds bright light in a 30-
foot radius and dim light for an additional 30 feet. Aura of Radiance. The swarm sheds bright light in a
30-foot radius. Within this radius, areas of magical
Actions darkness are automatically dispelled and creatures
can't benefit from being invisible. The aura also
Light Ray. Ranged Spell Attack: +4 to hit, range 60 ft., radiates dim light for an additional 30 feet.
one target. Hit: 2 (1d4) radiant damage, and the
target has disadvantage on the next attack roll it Ephemeral. The swarm can’t wear or carry anything.
makes before the end of its next turn. Creatures that
Radiant Swarm. The swarm can occupy another
don't rely on sight don't suffer this additional effect.
creature's space and vice versa, and creatures that
Dispel Darkness. Any magical darkness within 30 feet share the swarm's space are blinded.
of the archon is dispelled. Invisible creatures within The swarm can move through any opening large
30 feet of the archon become outlined in dim, enough for a Tiny lantern archon. The swarm can't
golden light, and can't benefit from invisibility until regain hit points or gain temporary hit points.
they are no longer within 30 feet of the archon.
Actions
Light Rays. Each creature of the swarm's choice and
within 60 feet of it must make a DC 12 Dexterity
saving throw. Creatures that fail their saving throw
Lantern Archon Familiars take 10 (4d4) radiant damage, or 5 (2d4) radiant
damage if the swarm has half its hit points or fewer.
The lantern archon may be an option for the A creature that succeeds on its saving throw takes
improved familiar of a warlock with the Pact of the half as much damage.
Chain, particularly one with the Celestial patron.
Sword Archon
Large celestial (archon), any alignment

Armor Class 16 (breastplate)
Hit Points 147 (14d10 + 70)
Speed 40 ft., fly 90 ft.

STR DEX CON INT WIS CHA


19 (+4) 15 (+2) 20 (+5) 15 (+2) 20 (+5) 18 (+4)

Skills Insight +9, Intimidate +8, Persuasion +8
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., truesight 60 ft., passive
Perception 14
Languages telepathy 120 ft.
Challenge 10 (5,900 XP)

Angelic Weapons. The archon's weapon attacks are
magical. When the archon hits with any weapon, the
weapon deals an extra 3d8 radiant damage (included in
the attack).
Dive Attack. If the archon is flying and dives at least 30
feet straight toward a target and then hits it with a
melee weapon attack, the attack deals an extra 9 (2d8)
damage to the target.
Innate Spellcasting. The archon's spellcasting ability is
Charisma. The archon can innately cast detect evil and
good at will, requiring only verbal components.
Magic Resistance. The archon has advantage on saving
throws against spells and other magical effects.

Actions
Multiattack. The archon makes two melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage plus 13
(3d8) radiant damage.

Reactions
Discorporate (3/day). When the archon reduces a
creature to 0 hit points with a melee attack, it can use
its reaction to sunder the creature's spirit from its body,
killing it instantly. The creature's spirit is imprisoned on
a plane of the archon's choice, and the creature cannot
thereafter be returned to life without permission from
the powers of that plane.
Angelic Weapons. The archon's weapon attacks are
magical. When the archon hits with any weapon, the
weapon deals an extra 4d8 radiant damage (included in
the attack).
Innate Spellcasting. The archon's spellcasting ability is
Charisma (spell save DC 20). The archon can innately
cast the following spells, requiring no material
components:
At will: command, detect evil and good, sending
3/day each: banishing smite, counterspell,
dispel evil and good, dispel magic
1/day each: blade barrier, divine word
Magic Resistance. The archon has advantage on saving
throws against spells and other magical effects.
Penitentiary Gaze. If a creature starts its turn within 30
feet of the archon and the two of them can see each
other, the archon can force the creature to make a DC
20 Charisma saving throw if the archon isn't
incapacitated. A creature that shares the archon's
alignment makes the saving throw with advantage, and a
creature with an opposing alignment to the archon on
either the good-evil axis or the law-chaos axis (or both)
makes the saving throw with disadvantage. On a failed
save, the creature gains one level of exhaustion.
A creature that isn't surprised can avert its eyes to avoid
the saving throw at the start of its turn. If it does so, it
can't see the archon until the start of its next turn, when
it can avert its eyes again. If it looks at the archon in the
meantime, it must immediately make the save.
Ritual Caster. The archon can cast any spell on the Cleric
spell list as a ritual. Spells without the Ritual tag take an
additional hour to cast, instead of 10 minutes.
Its spellcasting ability is Wisdom (save DC 21, +13 to
hit with spell attacks.)

Actions
Multiattack. The archon makes two melee attacks. It can
use Teleport once before, between, or after the attacks.
Greatsword. Melee Weapon Attack: +13 to hit, reach 10
ft., one target. Hit 28 (6d6 + 7) slashing damage plus
18 (4d8) radiant damage. If the archon scores a critical
hit, it rolls damage dice three times, instead of twice.
Teleport. The archon magically teleports, along with any
equipment it is wearing or carrying, up to 120 ft. to an
unoccupied space it can see.

Reactions
Thunderous Rebuke. A creature that hits the archon with
a melee attack takes 10 thunder damage.

Tome Archons Highest of the throne archons are tome archons, wielding even greater magical power including the ability to grant wishes. Tome archons have an Intelligence score of 24 (+7). Tome archons can innately cast cone of cold, fireball (10d6), and lightning bolt (10d6) at will. A tome archon can also ritually cast any spell from the Wizard spell list, using Intelligence as its spellcasting ability (DC 21, +13 to hit.) Throne Archon Lairs While on the home plane of its deity, a throne or tome archon can summon allie
Large celestial (archon), any alignment

WIS CHA
20 (+5) 20 (+5)

 Intimidate +10, Perform +10, Religion +11
 radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
 charmed, exhaustion,

 truesight 120 ft., passive Perception 15

 The archon's weapon attacks are
magical. When the archon hits with any weapon, the
weapon deals an extra 3d8 necrotic or radiant

 The archon's spellcasting ability is
Charisma (spell save DC 18). The archon can innately
cast the following spells, requiring no material

command, detect evil and good, thunderwave

destructive wave, dispel evil and good,
gentle repose
word of recall
 The archon has advantage on
saving throws against spells and other magical

 The archon can blow its trumpet. It then
, or makes two melee attacks.
Melee Weapon Attack:

 19 (4d6 + 5) slashing damage plus 13 (3d8)
necrotic or radiant damage (the archon's choice.)
 The archon's trumpet can be heard up to
one mile away. Each creature of the archon's choice
that is within 120 feet of the archon and can hear it
must succeed on a DC 18 Charisma saving throw,
or be frightened for 1 minute. A creature that fails its
saving throw by 5 or more is also paralyzed while
frightened in this way. A creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
creature is immune to the trumpets of all trumpet
Most warden archons have somewhat bear-like features (as much as an archon can have features), but some that serve deities with dominion over Nature instead resemble owls, with wings in place of arms. Owl archons use the Druid spell list instead of the Cleric spell list for ritual casting. Owl archons can't use shields or manufactured weapons, but have a flying speed of 90 feet. Ritual Cas
Other Options
Archons in Fifth Edition: DMs are encouraged to make minor adjustments to archons

Design Philosophy that serve specific deities to fit the theme of that deity, e.g.:

Archons that serve the Raven Queen, neutral goddess of


For most of of D&D's history, archons have been bound to the
death and winter, replace their damage resistance and
symmetry of the Great Wheel cosmology as the inhabitants of
angelic weapons' radiant damage with cold damage.
the Lawful Good planes, counterparts to the Neutral Good
Archons that serve Moradin, god of dwarves, are distinctly
guardinals and the Chaotic Good eladrin. This document's
shorter and stockier than normal. They wield mauls and
approach is to assign celestial archons the role of 4th
warhammers that deal bludgeoning damage, and the
Edition's angels, as devoted servants of the gods collectively.
sword archons are instead known as axe archons.
Like clerics, these archons can be of any alignment
consistent with their deity, and can be cast as adversaries for
the player characters to engage in negotiations or battle. Credits
The intention is for archons fill the lower ranks of the divine Names and descriptions of archons from AD&D's
hierarchy, and serve as minions of neutral or evil gods that Planescape campaign setting Planes of Law boxed set by
don't use fiends to do their bidding. The traditional archon Colin McComb and Wolfgang Baur, published by TSR.
ranks have been assigned specific principles—divine Additional material for Lantern, Hound, and Trumpet
domains—to better inspire the DM in their use as guardians, archons from 3rd Edition Monster Manual by Monte Cook,
emissaries, judges, or even assassins. Jonathan Tweet, and Skip Williams, Wizards of the Coast.
The change in appearance is a reflection of their change in Additional material for Warden, Sword, and Throne archons
nature. 4th edition angels are depicted as less humanoid in from the Book of Exalted Deeds by James Wyatt, Chris
appearance, more like impartial embodiments of immortal Perkins, and Darrin Drader, also by Wizards of the Coast.
power. They are faceless, sometimes metallic or stonelike in 4th Edition angel concepts by Jennifer Clarke Wilkes of
form, trailing into astral essence. They are uncaring and Wizards of the Coast Research and Development.
relentless, and their new look reinforces that aspect. Artwork of angels from various 4e D&D sources,
This otherworldly appearance also sets them apart from the (c) 2008-2009 Wizards of the Coast.
winged-humanoid aasimon and beast-headed guardinals. Hound archon art adapted from "Wolf Patronus" artwork by
Archons on the Great Wheel. Old-school DMs who want @patronusmeaning on tumblr.
to maintain the old cosmology are welcome to use these Lantern archon art adapted from Runescape wisps,
statistics to represent Lawful Good archons, and recast the 5e (c) Jagex Ltd.
Monster Manual's angels as Neutral Good aasimon. Similarly, This document and all 5th Edition statistics by /u/Galemp
the eladrin in Mordenkainen's Tome of Foes are now Chaotic on Reddit using GM Binder, 2019.
Good celestials, rather than Chaotic Neutral fey.
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