archfiend!sylus and his sleepy bat-like tendencies
(because I think it would be cute)
you'd often find sylus hanging upside down on the ceiling, cocooned within his silvery wings. the first time you witnessed it, it shocked you. shock dropped into horror and then concern, then realization.
on the days when you had the heart to bother him from slumber, he would nearly hiss and glance down at you, certain you'd might hear a philosian curse slip from his tongue, but all he does is loom, look at the countess who dares wake him from his sweet dream.
"dearest. this had better be important."
his voice low and grumbly. he knows that whatever you tell him he'd agree to, anything with you involved in it is important enough for him to be awake for.
your plans completely overturn his day to stay indoors and sleep till evening. but you are his dearest wife; how could he ever turn you down?
he stays bundled up on the ceiling for a moment longer, before uncurling his wings from around himself and floating lazily to the floor before you. you could put a small little pajama hat on from how cute he looks, pouting indignantly at you with sleepy, crimson eyes. a small pat on his cheek leads him to grab your hand and nip you in the palm, a little payback.
but he will always go along wherever his wife goes because he knows he must cherish every second with you.
summary: These are my headcanons for some of the ACOTAR characters and their dnd classes! featuring Feyre, Rhysand, Cassian, Nesta, Elain, Lucien, Tamlin, Azriel, Gwyn, Emerie, and Eris.
word count: under 500 words each, but it is 4,668 total
author's note: This required an insane amount of research so I hope you guys like it! It is also kinda long. My qualifications are that I've been a dungeon master for 8 years. Idk how much overlap there is in these fandoms but I was inspired by this art here and I wanted to give my take! I also explain the required context for those who aren’t familiar with the dnd world!
This is also me announcing a new moodboard series for ACOTAR X DND!!
content: There are some Throne of Glass theories/spoilers involved here. There’s your warning! Quotes are drawn from the DND5e Wiki!
⊹Masterlist⊹
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Feyre, Multiclassing Fighter and Warlock
Favorite Spells:
Darkness- Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration.
Wall of Fire- You create a wall of fire on a solid surface within range.
Mind Sliver- You drive a disorienting spike of psychic energy into the mind of one creature you can see within range and the target takes psychic damage.
Crown of Stars- Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you.
Blade Ward- You extend your hand and trace a sigil of warding in the air. You have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
Feyre spends book one primarily living to survive. She is not formally trained, but has proficiency with several weapons, mainly her bow and arrow. She is adaptable, able to alter fighting styles as needed to combat different enemies. She doesn’t believe in magic, nor its usefulness to a human like her.
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
She follows the Champion subclass, wishing to train her physical form after becoming fae. Faster, stronger, and more capable, she is a champion of Prythian.
A Patron may wish to leave a mark on the Warlock that they have made a pact with. These may be discreet marks that identify the Warlock as being in the service of the Patron or they may be blatant and immediately recognizable.
After surviving Amarantha to save Tamlin’s life, she attempts to bargain with the Archfey of Spring to train with her. He refuses, seeking to protect her from the complexities of magic and fae manipulation.
Feyre decides to pursue a bargain with Rhysand, a Fiend, in desperation. Rhysand offers Feyre a bargain to keep her alive, entering her into a formal pact. The pact manifests in tattoos of swirling black ink, a recognizable mark of his influence. In exchange for her meeting him, he offers to train her to use the powers he himself gave her, as well as the other Archfey of Prythian.
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
She begins to take an interest in the workings of Rhysand’s court, as well as the reaches of her gifted magic. He keeps her magic, and her alive, as she becomes the most loyal subject of his court, eventually becoming his consort and a Fiend herself.
Rhysand, Archfiend
Favorite Spells:
Charm- changes how the subject views the caster, typically making one see the caster as a good friend
Claws of the Savage- a transmutation spell that replaces the touched creature's hands with sickle-like claws
Planar Ally- a divine spell that can send one or two powerful entities of the same kind from another plane to assist the spellcaster in exchange for some form of payment
Remorseless Charm- an enchantment cast upon a work of art. When revealed to the intended recipient, the charm silences their conscience and removes any inhibitions they possessed
Dimension Door- a spell that unerringly teleports the caster and other objects or creatures to a nearby location
The Infinite Layers of the Abyss was the birth place of the demons, a chaotic evil universe unto itself with uncountable layers of infinite variety connected haphazardly. The nature of the plane: a violent, malevolent place where the strong survived on the backs of the weak, the weak conspired to overthrow the strong, alliances only lasted while convenient, and the landscape itself tortured the mind and body of all who dared to pass.
Rhysand’s Fae ancestry is tainted with the blood of the Valg, a demonic race of leathery beasts. After becoming a Demon Lord of his court, his power only grew. Though he is not exactly ashamed of his background, he is aware of the barbaric traditions of the Illyrian people, tied to their demonic roots.
Mortals and the worlds they inhabited were often seen as useful by fiends, though this did not mean that they viewed mortals as having any intrinsic value. The value of mortals laid in their potential to be turned into fiends after dying.
Rhys fights against his own inclinations toward wrongdoing, but those endeavors are often tied to his own selfish need to separate himself from his ancestors, rather than pure genuine empathy. He is aware of the history between his kind and humans, who were often slaves.
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.
Transforming Feyre into a Fiend-touched Fae is a natural path for him. She is elevated out of her former status as human, as well as under a mutually beneficial pact. Rhys fights against his destructive impulses constantly as his relationship with her grows into one of lust and love. The mating bond feels like a gift to him, a sign that his fae ancestry is more powerful than his Valg blood. However, he has worn his evil as a mask for too long, and sometimes there is nothing left beneath it.
Cassian, Paladin
Favorite Spells:
Mystic Lash- This spell creates a long whip of red energy extending from the caster's hand. The caster can use the magical whip as a weapon in which they are proficient.
Avenging Angel- Wings sprout from your back and grant you flying. You emanate an aura of menace and the first time any enemy creature enters the aura they become frightened of you
Divine Smite- You are so suffused with righteous might that all your melee weapon strikes carry divine power with them
Heroism- A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points
Thunderous Smite- Your weapon rings with thunder that is audible within 300 feet of you, and deals thunder damage to the target. Additionally, the creature will be pushed 10 feet away from you and knocked prone.
Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
Cassian was born a warrior, training his entire life to learn the art of spilling blood. As soon as he could walk, he was sent to the training camps, abandoned by his father and unable to be taken care of by his mother. He rose in power and strength, awarded his siphons, but his power was directionless and empty.
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.
After returning to Windhaven as a full soldier, Cassian discovers his mother was worked to her death. He swore an oath of vengeance then and there, to himself and to Rhysand, who he knew would eventually rule. He would tame the beastly Illyrians that had done this, and set things right in the Night Court, no matter what kind of violence it took.
Nesta, Wizard
Favorite Spells:
Song of Victory- you can add your Intelligence modifier to the damage of your melee weapon attacks while your Bladesong is active.
Frostbite- You cause numbing frost to form on one creature that you can see within range
Cause Fear- You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends.
Locate Object- Describe or name an object that is familiar to you. You sense the direction to the object’s location. If the object is in motion, you know the direction of its movement.
Fire Shield- Thin and wispy flames wreathe your body for the duration, shedding bright light. The flames provide you with a warm shield or a chill shield, as you choose.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
From a very young age, Nesta Archeron was trained to excel at magic. Her mother’s teachings involved long, grueling magic lessons. She was punished for any insolence or failures in grasping her connection to the weave of magic around her.
Despite her natural inclination toward learning magic, Nesta grew disenchanted with it, refusing to engage with magic, and her family, after her mothers death. After being turned fae, she is forced to confront Sorcery within her. Her new, inherent magic is uncontrollable but she learns to control it through practice and long hours of reading.
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
Though her inherent magic of silver flame aligns with Evocation, Nesta studies under the school of Bladesinging.
Physical movement becomes a powerful outlet for Nesta’s rage and magic. Studying from the ancient fae Faction known as the Valkyries, she channels her energy through dance, learning the steps of blade work like one might learn a waltz. Her keen eye and sharp intellect allow her to anticipate the moves of a partner before they complete them.
Elain, Oracle
Favorite Spells:
Revelation- You can read the fortunes of another creature
Clairvoyance- You create an invisible sensor within range in a location familiar to you or in an obvious location that is unfamiliar to you. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space.
Divination- Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The reply might be a short phrase, a cryptic rhyme, or an omen.
Commune with Nature- You briefly become one with nature and gain knowledge of the surrounding territory. You instantly gain knowledge about surrounding terrain, plants, animals, or beings.
Augury- By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action
Oracles are divine agents who call no singular god, oath or cause their own. The connection they have with other planes is unparalleled, as somewhere out in the void their spiritual self drifts. As an oracle gains power, their second half awakens until they are a perfect parallel to each other. This ethereal essence is where they draw their power, whether this half beckons otherworldly creatures for power or acts as a gateway between the unfiltered power of one plane to another is up to the alignment and personality of that oracle.
As a child, Elain was taught under the schools of Wizardry, just like Nesta. She did not have any sort of inclination towards magic, often excused by her mother and father.
She attempted to learn the ways of the druids, but was not allowed to commune with them for fear of social standing.
After being thrown into the Cauldron by the King of Hybern, she was unwillingly gifted true sight. Attempts to ignore it took a toll on her, with fits of wild magic forcing her into a state of catatonia. The separation of her soul from herself was difficult to master, though Elain slowly trained in secret.
To draw upon such power unfiltered by god or pact is clumsy and damns those too weak to contain it.
She requires a connection to the Cauldron to facilitate her magic. As an ancient well of magic with its own sort of temperament, the Cauldron does not abide by mortal morality. After Nesta’s attempt to locate it, the Cauldron punished Elain for her ignorance.
None of the Night Court’s Inner Circle know the extent of Elain’s powers, but perhaps it is best that way.
Lucien, Ranger
Favorite Spells:
Charm Person- You charm a humanoid you can see within range. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Beast Bond- You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you.
Daylight- A sphere of light spreads out from a point you choose within range.
Detect Magic- For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
Flame Arrows- You touch a quiver containing arrows or bolts, lighting it with flames
Lucien Vanserra carries the bloodline of an Archfey, but not the one many people think. He abandoned the Autumn Court that he hails from out of shame for the cruelty of his people. He is unaware of his ties to the Court of Day, though he knows he carries more than just his inheritance of fire.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
In his early centuries of life, Lucien acted as an emissary of the Spring Court. He was not bound to the Archfey Tamlin through bargain or pact, but by simple friendship and respect.
After the destruction of the Spring Court at the Night Court’s hand, he was forced to abandon his post, leading the true life of a ranger. He is bound to nowhere, and to nothing. Not Autumn, not Spring, and as of yet, not Day.
A fey mystique surrounds you, thanks to the boon of an archfey. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Rather than seeking out a Ranger Conclave, Lucien takes the path of Fey Wanderer, in a most untraditional sense. He is not a human blessed with the gifts of faerie, but a fae who holds a deep respect for the human cause. He befriends two altered humans that find themselves lost in Prythian, the resurrected Jurian, and cursed Queen Vassa.
Though he is unaligned with any Court, he wanders between courts, keeping his friendships alive and assisting where he can.
Tamlin, Archfey Bard
Favorite Spells:
Animal Friendship- This spell lets you convince a beast that you mean it no harm.
Plant Growth- This spell channels vitality into plants within a specific area. All normal plants in a 100-foot radius centered on that point become thick and overgrown.
Polymorph- This spell transforms a creature that you can see within range into a new form.
Tree Stride- You gain the ability to enter a tree and move from inside it to inside another tree of the same kind. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in.
Wall of Thorns- You create a wall of tangled brush bristling with needle-sharp thorns.
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
Growing up the youngest in his family, Tamlin never believed that his father’s magic would pass to him. He had dreams beyond the violence of his brothers, and studied music fervently.
He channeled magic through music, learning to play the fiddle with expertise and grace. Towns gathered to hear him sing and play, and he often delighted in performing magical feats for the children of Spring.
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.
During the Great War, Tamlin’s skills of oration and charm held up the morale of fae soldiers. He competed with the men to write the dirtiest limericks about the females they were eager to return to.
Archfey are fey beings who gain nearly god-like powers and establish a position of preeminence among fey-kind. Each archfey has a unique appearance and set of abilities, most control a portion of the Feywild and have self-proclaimed titles.
After the war and the slaughtering of the High Lords of Night and Spring, Tamlin inherited the magic of his father. Elevated to Archfey, he gave up his dreams of being a traveling bard and performer in order to lead his Court.
Azriel, Rogue
Favorite Abilities:
Whispers of the Dead- Those who have died cling to you. You can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you.
Ghost Walk- you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form.
Blindsense- if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Azriel was born a bastard son to a Valg demon of considerable position. Growing up in the Lord’s household, Azriel was unable to use magic or even fly. He learned to live without those things, honing his stealth and physical skill. He stayed in the shadows, always aware of the magic he had that would not save him.
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
The Illyrian people were known to walk beside death, Azriel more so than anyone. After the transfer of power to Rhysand, the shadows that surround Azriel became a tool for spying on other courts. He hadn’t learned the true scope of his abilities until fieldwork for the Night Court. Slowly, with much use, Azriel and his shadows became one being. He travels through the shadowfell through these patches of darkness, using them to access place, time, and mind.
Gwyn, Cleric
Favorite Spells:
Ceremony- You perform one of several religious ceremonies. Each bestow a blessing upon the target.
Object Reading- Holding an object as you meditate, you can see visions of the object's previous owner.You learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner.
Create or Destroy Water- You can create or dissipate water at will. Alternatively, you can create rain, or dissipate fog.
Aura of Life- Life-preserving energy radiates from you in an aura. Until the spell ends, the aura moves with you, centered on you.
Divine Word- You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Creatures within range may be temporarily deafened, blinded, or stunned.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Growing up in Sangravah, Gwyn and her twin sister Catrin were ignorant to the magic they possessed. The water nymphs lead an easy life that promised years to mature and grow into power. Everything changed during the Great War, when Gwyn’s sister was murdered alongside many fae children, Gwyn helpless to protect them.
Considering this a personal failure, Gwyn pledged herself to the Mother, and the Priestesses of Prythian. She lives and worships under the Goddess, yet still feels like a failure to Her.
The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention
After settling into The Library of The Night Court, where she was offered protection and safety, Gwyn found it only natural to progress through the cleric Domain of Knowledge. She worked her way up, becoming a research assistant to the top scholars and scribes under the mountain.
But there is far more in store for her, and her magic, yet.
Emerie, Artificer
Favorite Abilities:
Armor Model- Crafting armor of the Guardian design, each suit contains thunder striking gauntlets and a defensive field.
Magical Tinkering- you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand.
Sword Burst- You create a momentary circle of spectral blades that sweep around you.
Soul of Artifice- You develop a mystical connection to your magic items, which you can draw on for protection.
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.
Windhaven took away the gift of flight from Emerie very young. Though it took many years for her to process the clipping of her wings, she has made as much peace with it as she can.
Confined to her family’s little shop in the mountains, Emerie had countless hours to spend tinkering with goods and gadgets, making subtle improvements to her wares. It started small, fixing messenger bags to hold more, changing the stitching of Illyrian leathers to line them with fur. Sheer determination, and boredom, lead Emerie down the path to become an artificer.
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
After revitalizing the Valkyries Faction, Emerie ventured down the Armorer Specialty. She works to upgrade weapons and protective gear in the Windhaven forges.
She outfits her warriors, constantly working to make things more efficient, and more comfortable.
Eris, Sorcerer
Favorite Spells:
Mold Earth- You choose a portion of dirt or stone that you can see within range manipulate it in one of the following ways: you can instantaneously excavate it, move it along the ground, cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. you can cause it to become difficult terrain.
Dragon Wings- At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn.
Investiture of Flame- Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you.
Fire Bolt- You hurl a mote of fire at a creature or object within range.
Prestidigitation- Commonly used for small effects, like cleaning one’s appearance, lighting a candle, or creating a small illusion
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
Eris Vanserra can already feel the magic of the land. He always could. Beron Vanserra, Archfey of the Autumn Court, won’t be holding on for much longer.
Eris's fire has always been stronger than his father’s, and already the land bends to him. He did not choose the path of sorcery, his bloodline did.
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
In preparation to take over the Court, Eris has been studying the long line of Vanserras. For ages, there has been hatred among them for the Illyrians of the Night Court. Eris knows why.
Long ago, in a Kingdom of Ash, Wyverns born of the Valg of the Abyss existed. The barrier between Prythian and some other ancient world was very thin. Eris’s lineage traces back to the witches of old, said to have teeth of iron and eyes of gold.
His draconic blood and inheritance of the Autumn lordship have given him a fiery rage like no other, but no one can know.
Demon King Ganondorf's four demonic underlings who served him in the Imprisoning War. They were responsible for wreaking havoc in Hyrule Kingdom to weaken Rauru's army.
For those who played Tears of the Kingdom, they seem strangely familiar...