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Divine Archon Hierarchies

Archons are divine soldiers that serve the gods. They come in various ranks based on their accomplishments and duties. Lower ranked archons like lanterns and hounds perform minor tasks, while higher ranks like sword and throne archons take on greater responsibilities like combat and governance. Archons strive for promotion through virtuous acts and enforcing the will of the gods.

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0% found this document useful (0 votes)
129 views9 pages

Divine Archon Hierarchies

Archons are divine soldiers that serve the gods. They come in various ranks based on their accomplishments and duties. Lower ranked archons like lanterns and hounds perform minor tasks, while higher ranks like sword and throne archons take on greater responsibilities like combat and governance. Archons strive for promotion through virtuous acts and enforcing the will of the gods.

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serpis
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© © All Rights Reserved
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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
deity's power, and do not truly have souls of their own. Rank Appointment Appointment virtues
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 .
Immortal Nature. An archon doesn't need to breathe, eat, Trumpet Half Plate Gold (yellow)
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
Sword Archon Archons become more humanoid as they advance, though
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.
Sword archons that demonstrate exceptional loyalty and
courage are promoted to trumpet 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.
Hound Archon Variant: Archon Summoning
Small celestial (archon, shapechanger),
As an optional rule, an archon can use its action to
any alignment
summon more archons. It can use this ability once
per day, with no chance of failure.
Armor Class 13
Hit Points 38 (7d6 + 14) A throne archon can summon 2d4 lantern
Speed 40 ft. archon swarms, 1d6 hound archons, 1d4
warden archons, 1d2 sword archons, or one
trumpet archon.
STR DEX CON INT WIS CHA A trumpet archon can summon 1d6 lantern
archon swarms, 1d4 hound archons, 1d3
10 (+0) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 16 (+3) warden archons, or one sword archon.
A sword archon can summon 1d4 lantern
Skills Insight +4, Intimidate +5, Perception +4, archon swarms, 1d2 hound archons, or one
Stealth +7 warden archon.
Damage Resistances radiant; bludgeoning, piercing, A warden archon can summon 1d2 lantern
and slashing from nonmagical attacks archon swarms, or one hound archon.
Condition Immunities charmed, exhaustion, A hound archon can summon one lantern
frightened archon swarm.
Senses darkvision 60 ft., passive Perception 14
Languages telepathy 120 ft. A summoned archon appears in an unoccupied
Challenge 4 (1,100 XP) space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other
Angelic Weapons. The archon's weapon attacks are archons. It remains for 1 minute, until it or its
magical. When the archon hits with any weapon, summoner dies, or until its summoner dismisses it
the weapon deals an extra 1d8 radiant damage as an action.
(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
Tiny celestial (archon), any alignment Medium swarm of Tiny celestials (archons),
any alignment
Armor Class 14
Hit Points 5 (2d4) Armor Class 14
Speed 0 ft., fly 40 ft. (hover) Hit Points 36 (8d8)
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,
piercing, and slashing from nonmagical attacks Skills Perception +3
Condition Immunities exhaustion, grappled, Damage Resistances bludgeoning, piercing, slashing
paralyzed, poisoned, prone, restrained, Damage Immunities poison, radiant; bludgeoning,
unconscious piercing, and slashing from nonmagical attacks
Senses passive Perception 11 Condition Immunities charmed, exhaustion,
Languages all frightened, grappled, paralyzed, petrified,
Challenge 1/4 (50 XP) poisoned, prone, restrained, stunned, unconscious
Senses passive Perception 13
Ephemeral. The archon can’t wear or carry anything. Languages all
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
Light Ray. Ranged Spell Attack: +4 to hit, range 60 ft., can't benefit from being invisible. The aura also
one target. Hit: 2 (1d4) radiant damage, and the radiates dim light for an additional 30 feet.
target has disadvantage on the next attack roll it
makes before the end of its next turn. Creatures that Ephemeral. The swarm can’t wear or carry anything.
don't rely on sight don't suffer this additional effect. Radiant Swarm. The swarm can occupy another
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
take 10 (4d4) radiant damage, or 5 (2d4) radiant
Lantern Archon Familiars 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 Dive Attack. If the archon is flying and dives at least 30
feet straight toward a target and then hits it with a
Large celestial (archon), any alignment
melee weapon attack, the attack deals an extra 9 (2d8)
damage to the target.
Armor Class 16 (breastplate)
Hit Points 147 (14d10 + 70) Innate Spellcasting. The archon's spellcasting ability is
Speed 40 ft., fly 90 ft. Charisma. The archon can innately cast detect evil and
good at will, requiring only verbal components.
Magic Resistance. The archon has advantage on saving
STR DEX CON INT WIS CHA throws against spells and other magical effects.
19 (+4) 15 (+2) 20 (+5) 15 (+2) 20 (+5) 18 (+4) Actions
Skills Insight +9, Intimidate +8, Persuasion +8 Multiattack. The archon makes two melee attacks.
Damage Resistances radiant; bludgeoning, piercing, and Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
slashing from nonmagical attacks one target. Hit: 13 (2d8 + 4) slashing damage plus 13
Condition Immunities charmed, exhaustion, frightened (3d8) radiant damage.
Senses darkvision 120 ft., truesight 60 ft., passive
Perception 14 Reactions
Languages telepathy 120 ft.
Challenge 10 (5,900 XP) 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,
Angelic Weapons. The archon's weapon attacks are
killing it instantly. The creature's spirit is imprisoned on
magical. When the archon hits with any weapon, the
a plane of the archon's choice, and the creature cannot
weapon deals an extra 3d8 radiant damage (included in
thereafter be returned to life without permission from
the attack).
the powers of that plane.
Throne Archon Penitentiary Gaze. If a creature starts its turn within 30
feet of the archon and the two of them can see each
Huge celestial (archon), any alignment
other, the archon can force the creature to make a DC
20 Charisma saving throw if the archon isn't
Armor Class 18 (plate) incapacitated. A creature that shares the archon's
Hit Points 297 (22d12 + 168) alignment makes the saving throw with advantage, and a
Speed 40 ft., fly 120 ft. 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
STR DEX CON INT WIS CHA save, the creature gains one level of exhaustion.
24 (+7) 13 (+1) 24 (+7) 22 (+6) 25 (+7) 23 (+6) 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
Saving Throws Dex +7, Int +12, Wis +13, Cha +12 can't see the archon until the start of its next turn, when
Skills Arcana +12, History +12, Insight +13, it can avert its eyes again. If it looks at the archon in the
Persuasion +13, Religion +18 meantime, it must immediately make the save.
Damage Resistances radiant; bludgeoning, piercing, and Ritual Caster. The archon can cast any spell on the Cleric
slashing from nonmagical attacks spell list as a ritual. Spells without the Ritual tag take an
Condition Immunities charmed, exhaustion, frightened additional hour to cast, instead of 10 minutes.
Senses truesight 120 ft., passive Perception 17 Its spellcasting ability is Wisdom (save DC 21, +13 to
Languages telepathy 120 ft. hit with spell attacks.)
Challenge 18 (20,000 XP)
Actions
Angelic Weapons. The archon's weapon attacks are Multiattack. The archon makes two melee attacks. It can
magical. When the archon hits with any weapon, the use Teleport once before, between, or after the attacks.
weapon deals an extra 4d8 radiant damage (included in
the attack). Greatsword. Melee Weapon Attack: +13 to hit, reach 10
ft., one target. Hit 28 (6d6 + 7) slashing damage plus
Innate Spellcasting. The archon's spellcasting ability is 18 (4d8) radiant damage. If the archon scores a critical
Charisma (spell save DC 20). The archon can innately hit, it rolls damage dice three times, instead of twice.
cast the following spells, requiring no material
components: Teleport. The archon magically teleports, along with any
equipment it is wearing or carrying, up to 120 ft. to an
At will: command, detect evil and good, sending unoccupied space it can see.
3/day each: banishing smite, counterspell,
dispel evil and good, dispel magic Reactions
1/day each: blade barrier, divine word
Thunderous Rebuke. A creature that hits the archon with
Magic Resistance. The archon has advantage on saving a melee attack takes 10 thunder damage.
throws against spells and other magical effects.

Tome Archons Throne Archon Lairs


Highest of the throne archons are tome archons, wielding While on the home plane of its deity, a throne or tome archon
even greater magical power including the ability to grant can summon allied archons as a lair action:
wishes. Tome archons have an Intelligence score of 24 (+4). On initiative count 20 (losing initiative ties), the throne
Tome archons can innately cast cone of cold, fireball (10d6), archon takes a lair action to summon either 2d4 lantern
and lightning bolt (10d6) at will. A tome archon can also archon swarms, 1d6 hound archons, or 1d2 sword archons,
ritually cast any spell from the Wizard spell list, using which appear within 60 feet of the archon. The throne archon
Intelligence as its spellcasting ability (DC 21, +13 to hit.) can't summon the same type of archon two rounds in a row.
Trumpet Archon
Large celestial (archon), any alignment

Armor Class 17 (half plate)


Hit Points 220 (21d10 + 105)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 20 (+5) 17 (+3) 20 (+5) 20 (+5)

Skills Intimidate +10, Perform +10, Religion +11


Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened
Senses truesight 120 ft., passive Perception 15
Languages telepathy 120 ft.
Challenge 13 (10,000 XP)

Angelic Weapons. The archon's weapon attacks are


magical. When the archon hits with any weapon, the
weapon deals an extra 3d8 necrotic or radiant
Bargaining with Death damage (included in the attack).
When a player character dies and the party does not
have ready access to resurrection magic, the DM Innate Spellcasting. The archon's spellcasting ability is
may wish to stage an encounter between the Charisma (spell save DC 18). The archon can innately
departed PC's soul and a trumpet archon, in its cast the following spells, requiring no material
guise as the Angel of Death. This gives the player an components:
opportunity to bargain or negotiate with the DM for At will: command, detect evil and good, thunderwave
the another chance at life for their character. The (6d8)
classic scenario, of course, is to challenge Death to 3/day each: destructive wave, dispel evil and good,
a chess match, but the DM and player are welcome etherealness (as 8th level slot), gentle repose
to pick any game they like. 1/day each: plane shift (self only), word of recall
Example Game: Bunco Magic Resistance. The archon has advantage on
Bunco is a luck-based game played by taking turns saving throws against spells and other magical
rolling three dice trying to score points. It is played effects.
for a number of rounds based on the size of the die Actions
(typically six rounds when using 3d6) scored thus:
Multiattack. The archon can blow its trumpet. It then
21 points if all three dice match the current casts thunderwave, or makes two melee attacks.
round number (a "Bunco");
5 points are awarded if all three dice match each Silvered Greatsword/Scythe. Melee Weapon Attack:
other, but do not match the current round +10 to hit, reach 10 ft., one target.
number (a "mini Bunco"); Hit: 19 (4d6 + 5) slashing damage plus 13 (3d8)
Otherwise, 1 point may be awarded for each die necrotic or radiant damage (the archon's choice.)
matching the current round number. Trumpet. The archon's trumpet can be heard up to
If points are scored, the player gets to roll again, one mile away. Each creature of the archon's choice
continuing to add to their score. If no points are that is within 120 feet of the archon and can hear it
awarded the player's turn ends and the dice are must succeed on a DC 18 Charisma saving throw,
passed to the next player at the table. A round ends or be frightened for 1 minute. A creature that fails its
when a player scores 21 points or more. saving throw by 5 or more is also paralyzed while
A character may attempt a DC 15 Dexterity frightened in this way. A creature can repeat the
(Sleight of Hand) check once per round to reroll saving throw at the end of each of its turns, ending
one die of their choice. A character can also stack the effect on itself on a success. If a creature's saving
their proficiency in dice sets, if applicable. throw is successful or the effect ends for it, the
This is a risky tactic, however; the penalty for creature is immune to the trumpets of all trumpet
cheating Death is discorporation by sword archon. archons for the next 24 hours.
Warden Archon At will: animal friendship, bless, detect evil and good
3/day each: beacon of hope, hold monster, sanctuary
Medium celestial (archon), any alignment
Magic Resistance. The archon has advantage on saving
Armor Class 13 (15 with shield equipped) throws against spells and other magical effects.
Hit Points 119 (14d8 + 56) Ritual Caster. The archon can cast any spell of 5th level
Speed 30 ft. or lower 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
STR DEX CON INT WIS CHA (spell save DC 16, +8 to hit with spell attacks).
18 (+4) 16 (+3) 18 (+4) 14 (+2) 20 (+5) 17 (+3)
Actions
Skills Medicine +5, Nature +5, Religion +8 Multiattack. The archon makes two claw attacks.
Damage Resistances radiant; bludgeoning, piercing, and If both attacks hit the same target, the target is also
slashing from nonmagical attacks grappled (escape DC 15.) The archon cannot use this
Condition Immunities charmed, exhaustion, frightened action while it has a shield or weapon equipped.
Senses darkvision 120 ft., truesight 60 ft., passive
Perception 15 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Languages telepathy 60 ft. target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8)
Challenge 6 (2,300 XP) radiant damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Angelic Weapons. The archon's weapon attacks are one target. Hit: 8 (1d8 + 4) slashing damage, or 9
magical. When the archon hits with any weapon, the (1d10 + 4) slashing damage if held in two hands,
weapon deals an extra 2d8 radiant damage (included in plus 9 (2d8) radiant damage.
the attack).
Preserve Life. The archon restores 50 hit points, divided
Innate Spellcasting. The archon's spellcasting ability is as the archon chooses, among any number of creatures
Charisma (spell save DC 14). The archon can innately within 30 feet of it, restoring each creature to no more
cast the following spells, requiring no material than half of its hit point maximum. This ability has no
components: effect on undead or constructs.

Variant: Owl Archons


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 Casting
Warden archons can use their ritual casting ability
to administer almost any healing or divination
magic required of it, with some advance notice.
When a throne archon issues an order, it is usually a
warden archon that actually casts the required spell.
Typical services include geas, greater restoration,
legend lore, raise dead, and scrying. Warden archons
also officiate the ceremony spell, which can be
found in Xanathar's Guide to Everything or the
Unearthed Arcana: Starter Spells article on the D&D
website.
An archon asked to cast a spell on a petitioner's
behalf might require a donation, in addition to
providing all necessary material components.
Archons in Fifth Edition: Other Options
DMs are encouraged to make minor adjustments to archons
Design Philosophy that serve specific deities to fit the theme of that deity, e.g.:
For most of of D&D's history, archons have been bound to the Archons that serve the Raven Queen, neutral goddess of
symmetry of the Great Wheel cosmology as the inhabitants of death and winter, replace their damage resistance and
the Lawful Good planes, counterparts to the Neutral Good angelic weapons' radiant damage with cold damage.
guardinals and the Chaotic Good eladrin. This document's Archons that serve Moradin, god of dwarves, are distinctly
approach is to assign celestial archons the role of 4th Edition's shorter and stockier than normal. They wield mauls and
angels, as devoted servants of the gods collectively. warhammers that deal bludgeoning damage, and the
Like clerics, these archons can be of any alignment sword archons are instead known as axe archons.
consistent with their deity, and can be cast as adversaries for
the player characters to engage in negotiations or battle.
The intention is for archons fill the lower ranks of the divine Credits
hierarchy, and serve as minions of neutral or evil gods that Names and descriptions of archons from AD&D's
don't use fiends to do their bidding. The traditional archon Planescape campaign setting Planes of Law boxed set by
ranks have been assigned specific principles—divine domains Colin McComb and Wolfgang Baur, published by TSR.
—to better inspire the DM in their use as guardians, Additional material for Lantern, Hound, and Trumpet
emissaries, judges, or even assassins. archons from 3rd Edition Monster Manual by Monte Cook,
The change in appearance is a reflection of their change in Jonathan Tweet, and Skip Williams, Wizards of the Coast.
nature. 4th edition angels are depicted as less humanoid in Additional material for Warden, Sword, and Throne archons
appearance, more like impartial embodiments of immortal from the Book of Exalted Deeds by James Wyatt, Chris
power. They are faceless, sometimes metallic or stonelike in Perkins, and Darrin Drader, also by Wizards of the Coast.
form, trailing into astral essence. They are uncaring and 4th Edition angel concepts by Jennifer Clarke Wilkes of
relentless, and their new look reinforces that aspect. Wizards of the Coast Research and Development.
This otherworldly appearance also sets them apart from the Artwork of angels from various 4e D&D sources,
winged-humanoid aasimon and beast-headed guardinals. (c) 2008-2009 Wizards of the Coast.
Archons on the Great Wheel. Old-school DMs who want Hound archon art adapted from "Wolf Patronus" artwork by
to maintain the old cosmology are welcome to use these @patronusmeaning on tumblr.
statistics to represent Lawful Good archons, and recast the 5e Lantern archon art adapted from Runescape wisps,
Monster Manual's angels as Neutral Good aasimon. Similarly, (c) Jagex Ltd.
the eladrin in Mordenkainen's Tome of Foes are now Chaotic This document and all 5th Edition statistics by /u/Galemp
Good celestials, rather than Chaotic Neutral fey. on Reddit using GM Binder, 2019.

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