What you do hardly qualifies as “worship.” Yes, you pledged to serve a being mightier than yourself. But you prefer to see the relationship as one of equals, rather than servant and master. For reasons of your choosing, you sought out a mighty faerie and proposed an alliance that would benefit you both. In return for gifts of magic and protection, you would become that faerie’s agent in the world. You act on your ally’s behalf—even if that means you must travel with humans for a time or battle fierce monsters, you agree to it. And if you have second thoughts, you can always leave, though quitting could have unpleasant consequences.
When you choose this path, you also choose a patron. The Archfey Patron table presents six archetypes to select from. Each archetype represents an aspect of fae royalty that your patron exemplifies. Your choice determines some of the benefits you gain from this path.
Archfey Patron
| d6 | Patron | Tradition |
|---|---|---|
| 1 | Beauty | Enchantment |
| 2 | Guardian | Protection |
| 3 | Purity | Invocation |
| 4 | Spite | Dark Arts |
| 5 | Trickery | Skullduggery |
| 6 | Vengeance | War |
Suggested Starting Attributes
| Roll | Strength | Agility | Intellect | Will |
|---|---|---|---|---|
| 1 | 9 | 10 | 13 | 11 |
| 2 | 13 | 10 | 11 | 9 |
| 3 | 11 | 10 | 12 | 10 |
| 4 | 10 | 11 | 12 | 10 |
| 5 | 12 | 9 | 12 | 10 |
| 6 | 11 | 9 | 13 | 10 |
Natural Defense: 19
Starting Health: 14
Languages: Arcane and Common
Tradition: One (see “Avowed Patrons” above)
**Spells: One novice
Patron’s Gift (Magical): You gain a talent corresponding to your patron. You can use this talent a number of times equal to your level. A rest restores expended uses.
Patron’s Shield (Magical): You can use a reaction when you take damage to invoke aid from your patron. Reduce the damage by 1d6. Then, for 1 minute, whenever you take damage, you reduce the amount of damage taken by 1d6. If the die rolled to reduce damage comes up as a 2 or less, the effect ends early at the end of your next turn. You can use this talent a number of times equal to 1 + half your level. You regain expended uses after you rest.
At level 3, double the number on the die for the purpose of determining how much damage you avoid. At level 7, you triple it instead.
Health: +4
Bonus Damage: +1d6
Spells: One novice
Safe Recovery (Magical): You can use an action to teleport to an empty space you can see within 5 yards, then heal half your damage total. Once you use this talent, you can use it again after you rest.
Health: +4
Spells: One expert
Patron’s Intercession: When you get a failure on a luck roll, you can expend a use of your Patron’s Gift to turn the failure into a success. Once you use this talent, you can use it again after 1 minute.
Patron Investiture (Magical): If at the start of your turn you lack the confused, controlled, stunned, or unconscious afflictions, you can use this talent to manifest your patron’s magical power. The effect lasts for 1 minute, but ends early if you become confused, controlled, stunned, or unconscious. This talent produces the following effects:
You can use this talent a number of times equal to half your level. A rest restores all of your expended uses.