This is homebrew, submitted by a member of the community.
Archfey
Archfey
Medium fey, neutralMedium fey, neutral- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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Legendary Resistance (3/ day). If the Archfey fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Archfey has advantage on saving throws against spells and other magical effects.
Spellcasting. The Archfey is an 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks).- Cantrip: Eldritch Blast, Fire Bolt, True Strike.
- 1st (4): False Life, Magic Missile, Hex, Chromatic Orb.
- 2nd (3): Hold Person, Shatter, Blindness Deafness, Mirror Image.
- 3rd (3): Dispel Magic, Lightning Bolt, Vampiric Touch, Slow.
- 4th (3): Greater Invisibility, Hallucinatory Terrain.
- 5th (3): Cloudkill, Dominate Person.
- 6th (1): Chain Lightning, Eyebite.
- 7th (1): Prismatic Spray, Finger of Death.
- 8th (1): Power Word Stun, Earthquake.
- 9th (1): Power Word Kill.
[b]Legendary Resistance (3/ day).[/b] If the Archfey fails a saving throw, it can choose to succeed instead.
[b]Magic Resistance.[/b] The Archfey has advantage on saving throws against spells and other magical effects.
[b]Spellcasting.[/b] The Archfey is an 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, [+12] to hit with spell attacks).
[list][*]Cantrip: [spell]Eldritch Blast[/spell], [spell]Fire Bolt[/spell], [spell]True Strike[/spell].
[*]1st (4): [spell]False Life[/spell], [spell]Magic Missile[/spell], [spell]Hex[/spell], [spell]Chromatic Orb[/spell].
[*]2nd (3): [spell]Hold Person[/spell], [spell]Shatter[/spell], [spell]Blindness Deafness[/spell], [spell]Mirror Image[/spell].
[*]3rd (3): [spell]Dispel Magic[/spell], [spell]Lightning Bolt[/spell], [spell]Vampiric Touch[/spell], [spell]Slow[/spell].
[*]4th (3): [spell]Greater Invisibility[/spell], [spell]Hallucinatory Terrain[/spell].
[*]5th (3): [spell]Cloudkill[/spell], [spell]Dominate Person[/spell].
[*]6th (1): [spell]Chain Lightning[/spell], [spell]Eyebite[/spell].
[*]7th (1): [spell]Prismatic Spray[/spell], [spell]Finger of Death[/spell].
[*]8th (1): [spell]Power Word Stun[/spell], [spell]Earthquake[/spell].
[*]9th (1): [spell]Power Word Kill[/spell].[/list]
Actions
Euphoria Breath. The Archfey breathes out a cloud of euphoria gas at one creature within 10 feet of it. The target must succeed on a DC Wisdom saving throw of 15, or for one minute the target can't take reactions and must roll a d6 at the start of each turn to determine its behavior for that turn. 1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6: The target doesn’t move, and the only thing it can do on its turn is make a DC saving throw of 15, ending the effect on itself on a success.
[b]Euphoria Breath.[/b] The Archfey breathes out a cloud of euphoria gas at one creature within 10 feet of it. The target must succeed on a DC Wisdom saving throw of 15, or for one minute the target can't take reactions and must roll a [d6] at the start of each turn to determine its behavior for that turn. 1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction. 5-6: The target doesn’t move, and the only thing it can do on its turn is make a DC saving throw of 15, ending the effect on itself on a success.
Legendary Actions
Cantrip. The Archfey casts a cantrip.
Conjure Fey (costs 2 Actions). As the Archfey, she can summon other Sylvan creatures to fight alongside her in combat or to aid in any myriad of tasks. The creatures she can summon include Blink Dogs, Satyrs, Green and Sea Hags, Faerie Dragons, Pixies, Sprites and Dryads. These summons have the same Charisma and Dexterity as the Archfey, while all other stats remain the same.
Lair Actions. On initiative count 20 (losing initiative ties), the Archfey can take a lair action to cause one of the following magical effects: the Archfey can’t use the same effect two rounds in a row.
- The Archfey rolls a d8 and regains a spell slot of that level or lower. If it has no spell slots of that level or lower, nothing happens.
- The flow of time is altered such that every creature in its lair must reroll Initiative. The Archfey can choose not to reroll.
- Magical fog billows around one creature the Archfey can see within 120 feet of it. The creature must make a DC 15 Wisdom saving throw or be charmed by the Archfey until Initiative count 20 on the next round.
[b]Conjure Fey (costs 2 Actions).[/b] As the Archfey, she can summon other Sylvan creatures to fight alongside her in combat or to aid in any myriad of tasks. The creatures she can summon include Blink Dogs, Satyrs, Green and Sea Hags, Faerie Dragons, Pixies, Sprites and Dryads. These summons have the same Charisma and Dexterity as the Archfey, while all other stats remain the same.
[b]Lair Actions.[/b] On initiative count 20 (losing initiative ties), the Archfey can take a lair action to cause one of the following magical effects: the Archfey can’t use the same effect two rounds in a row.
[list][*]The Archfey rolls a [d8] and regains a spell slot of that level or lower. If it has no spell slots of that level or lower, nothing happens.
[*]The flow of time is altered such that every creature in its lair must reroll Initiative. The Archfey can choose not to reroll.
[*]Magical fog billows around one creature the Archfey can see within 120 feet of it. The creature must make a DC 15 Wisdom saving throw or be charmed by the Archfey until Initiative count 20 on the next round.[/list]
Details
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