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. * Beauty’s Guise (Beauty): Use an action to become a vision of beauty. For 1 minute, any enemy that can see you and starts its turn within 5 yards of you makes a Will roll. On hour. On a failure, for 1 hour, whenever the enemy starts its turn within 5 yards of you, it becomes confused; the affliction lasts until the start of its next turn. * Hag’s Visage (Spite): Use an action to contort your features into a hideous mask. Target one creature that can see you. Make an Intellect roll against the target’s Will. On a success, the target becomes frightened of you (luck ends). On a failure, you regain the use you just expended in 1 minute. * Protector’s Charge (Guardian): Use an action to make an attack, then place a creature under your protection. Target one creature within 5 yards. For 1 minute, while the creature remains within 5 yards of you, you impose 1 bane on rolls to attack that target. * Purity’s Touch (Purity): Use an action to ease a creature’s suffering. Target one creature in reach, touch the target, and grant it one of the following benefits: The target ends one infection affecting it, ends the poisoned affliction, or heals 2d6 damage. * Spirit of Vengeance (Vengeance): Use an action to make an attack, then become the spirit of vengeance for 1 minute. While you are the spirit of vengeance, you can use a reaction to attack when you are harmed. * Trickster’s Gambit (Trickery): Use an action to befuddle a foe. Target one creature within 5 yards that can see you. Make an Intellect roll against the target’s Intellect. On a success, the target becomes Intellect impaired and confused (luck ends both). * 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. ===== Level 2 Avowed ===== 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. ===== Level 5 Avowed ===== 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 impose 1 bane on rolls to attack you. * You make attribute and luck rolls with 1 boon. * You gain the Teleport 5 trait. * Whenever you get a failure on a roll, you can choose to end this effect early and turn the failure into a critical success. You can use this talent a number of times equal to half your level. A rest restores all of your expended uses.