Little is known about the Far Realm. In Dungeons & Dragons, it is a place that exists beyond known reality. It is also the home and birthplace of all manner of eldritch horrors, including patrons that may preside over Great Old One Warlocks. Bits and pieces of information regarding the Far Realm can be found in D&D's various editions. Here's a close look at what may be the game's most nightmarish setting.
The Far Realm: A Place Beyond the Known Multiverse
While information on the Far Realm in 5th edition remains sparse, D&D’s 3rd edition Manual of the Planes delved into the impossible geometry behind this extradimensional space. In short, both gravity and time are absent in the Far Realm, and instead of the normal rules of physics, the Far Realm is composed of an infinite array of translucent layers that seemingly meld into each other. Inhabitants of the Far Realm can pass from one layer to another simply by willing it, and landmarks—encompassing everything from alien seascapes to forests of giant floating tentacles—might stretch across multiple layers.
Forget what you know about the various planes of existence in D&D. The Far Realm is beyond the planes themselves, and according to the Dungeon Master’s Guide, might well be a separate universe existing outside of the D&D Multiverse. Just as we can’t exactly fathom what exists beyond our own universe, the majority of denizens from D&D’s various worlds have no idea what lies in the Far Realm. Learned mages and daring Githyanki sailors of the Astral Sea might have an inkling of this unfathomable cosmic space. But even then, those who strive too hard to understand it risk shattering the limits of their mind.
Monsters of the Far Realm
Chances are, travelers to the Far Realm will be flummoxed by the place’s strange geometry, only comprehending bits and pieces of lifeforms and landmasses depending on which layer they stand on.
The Far Realm first originated in the 1996 module The Gates of Firestorm Peak, for D&D’s 2nd edition. There, adventurers learned of a portal that ancient elves had once opened to the Far Realm, freeing a host of deadly alien creatures. That portal has long since been closed, but the monsters born from the murky goop outside of the multiverse have over time found their way into D&D’s various worlds.
When considering creatures either native to the Far Realm or touched by its energy, think of aberrations—including D&D mainstays like the Beholder, Illithid, and Aboleth, as well as lesser-known entities like the Neogi and the Nothic. 3rd Edition D&D also featured the Kaorti, an alien race who had once been wizards of the Forgotten Realms but were transformed into unnatural, desiccated humanoids by one of the Elder Evils, the greatest of Far Realm creatures.
The Elder Evils of the Far Realm
The Elder Evils are hinted at in Mordenkainen’s Tome of Foes as “beings set apart from what mortals consider reality,” as well as the masters behind the sinister heralds of doom known as Star Spawns. Usually incapable of leaving the Far Realm, the Elder Evils’ influence leaks out into the worlds of the Material Plane, often influencing the actions of power-hungry cultists.
Examples of these horrific, primordial forces include
- THARIZDUN — the Chained Destroyer god who created the Abyss
— KYUSS - the Worm That Walks, a giant supposedly composed of a mass of slithering maggots.
Fans of H.P. Lovecraft’s Cthulhu Mythos will find the Elder Evils familiar, since Lovecraft wrote of unfathomable titans that existed beyond the fringes of reality, dwarfing all human conceptions of good and evil. Any Dungeon Master looking to portray these immense beings might do well to investigate Lovecraft’s writing or read the sections on cosmic horror and fear and stress in Van Richten’s Guide to Ravenloft.
Visiting the Far Realm
The Far Realm is unkind to creatures from the D&D multiverse. Tasha's Cauldron of Everything includes a rollable table of environmental effects for the Far Realm. A character could suddenly find the ground has turned into writhing flesh or that they are compelled to complete a ritual that will conjure a Death Slaad.
"Each round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the beginning of each turn or suffer the effects of confusion that round. The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm."
"Rrakkma" , an introductory adventure to Mordenkainen's Tome of Foes, includes a punishing mechanic that shows how quickly the Far Realm can warp a character's mind:
CONFUSION BEHAVIOR
D10 | BEHAVIOR
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2–7 | The creature doesn't move or take actions this turn.
8–10 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
Adventures in the Far Realm
While the Far Realm might seem difficult to grasp, its nebulous nature also makes it a compelling sandbox for DMs who want to make their players’ heads spin.
1. The Far Realm’s most direct link to the characters is the Great Old One Warlock patron. The reasons behind why this ancient entity might share its power could be the stuff of an entire campaign, particularly one starring warlocks who all serve the Great Old One. Perhaps this elusive patron is a benevolent deity of the Far Realm, and is in fact seeking to get the characters to travel to its domain to defeat the encroaching forces of the kaort!
Consider the following three hooks for adventures involving the Far Realm:
2. Previous editions of D&D hinted that psionic power originated in the Far Realm. This is an excellent kernel to explore in an adventure starring character subclasses like the Psi Warrior Fighter, the Aberrant Mind Sorcerer, and the Soulknife Rogue. Paint the characters as outcasts who are feared for their Psionic Abilities, similar to mutant heroes like the X-Men. Then, dangle the possibility of them learning the origins of their power in the Far Realm. Perhaps a group of Githyanki—who also specialize in psionics—are willing to transport the characters to the Far Realm, but only if they first assist them in an assault on a Mind Flayer outpost in the Astral Sea!
3. If you want to incorporate a smidgeon of the Far Realm into your game without making it the focus of an entire campaign, try crafting a single dungeon based on this Esoteric Dimension. The characters might stumble into the dungeon via a portal, or perhaps while fiddling with a Cubic Gate left behind in an Aboleth’s treasure horde. Their quest to escape can easily take up several sessions at the gaming table. Reskin one of the levels of Waterdeep: Dungeon of the Mad Mage for a quick start, replacing the monsters with aberrations and setting the dungeon in a multi-layered tentacle forest of the Far Realm instead of the hallways of Undermountain. Your players will be none the wiser, since they’ll be too busy trying to figure out exactly where they ended up!
Cosmic Depths Await You
There’s no time like the present to start planning a dive into D&D’s most bizarre setting.
Just remember to be humbled by the sheer insignificance of your place in the multiverse, for any who dare to investigate the Far Realm will quickly come face-to-face with cosmic truths not meant for humanoid minds!
Essence of Shothragot
Gargantuan fiend, chaotic evil
Armor Class 19
Hit Points 370 (20d20 + 160)
Speed 60 ft., fly 120 ft.
Str 28 Dex 13 Con 26 Int 23 Wis 24 Cha 26
Damage Immunities cold, fire, force, poison; bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Resistances acid, lightning
Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses blindsight 500 ft. (blind beyond this radius), truesight 120 ft. passive Perception 17
Languages telepathy 1000 ft.
Challenge 22 (41000 XP)
Elemental Seepage. Whenever the essence of Shothragot takes 20 or more points of slashing or piercing damage from a single attack from a creature within 15 feet of it, it looses a blast of elemental energy at the creature that attacked it. The target must succeed on a DC 16 Dexterity saving throw or take 3 (1d6) acid damage, 3 (1d6) cold damage, 3 (1d6) fire damage and 3 (1d6) lightning damage.
Force Mastery. The essence of Shothragot can pass through bindings made of pure force, such as forcecage and wall of force as if they were not there.
Immutable Form. The essence of Shothragot is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the essence of Shothragot fails a saving throw, it can choose to succeed instead.
Physical Instability (Recharge 6). When the essence of Shothragot hits a creature other than an undead or construct with a tentacle attack, it attempts to curse it with corporeal instability. The target must make a DC 21 Constitution saving throw or become afflicted with corporeal instability.
An affected creature is unable to hold or use any item. If the creature is wearing any armor it is restrained. The creature's speed becomes 10 feet if it wasn't already lower. At the start of each of its turns, the creature's Wisdom score is reduced by 1. The target is transformed into a gibbering mouther if this reduces its Wisdom to 0.
As an action, the amorphous target can make a DC 15 Charisma check, reestablishing its normal form for 1 minute on a success.
Corporeal instability lasts until removed by greater restoration, heal, wish, or similar magic.
Regeneration. The essence of Shothragot regains 25 hit points at the start of its turn.
Unholy Blessing. The AC of the essence of Shothragot includes its Charisma bonus.
Innate Spellcasting. The essence of shothragot's spellcasting ability is Charisma (spell save DC 23). The essence of shothragot can innately cast the following spells, requiring no material components:
At will: freedom of movement, nondetection
Actions
Multiattack. The essence of Shothragot makes four attacks.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8+9) piercing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 16 Constitution saving throw or lose 9 (2d8) hit points at the start of each of its turns due to a bleeding wound. Each time the essence of Shothragot hits the wounded target with this attack, the damage dealt by the wound increases by 9 (2d8). Any creature can take an action to stanch the wound with a successful DC 16 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Tentacle. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (2d6+9) bludgeoning damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.
Legendary Actions
The essence of Shothragot can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The essence of Shothragot regains spent legendary actions at the start of its turn.
Swat. The essence of Shothragot makes one tentacle attack. This attack does not grapple the target.
Constrict (Costs 2 Actions). The essence of Shothragot deals 13 (3d8) bludgeoning damage to each creature it is grappling.
Aura Of Madness (Costs 3 Actions). All creatures of the essence of Shothragot's choice within 30 feet of it must make a DC 16 Wisdom saving throw against this magic, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a success. On a failed save, the target also must roll a d10 to determine what it does on its next turn. On a 1-4, the creature does not move and takes no actions. On a 5-7, the creature takes no action but uses all its movement to move in a random direction. On an 8 or 9, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 10, the creature can act and move normally.
Among the greatest and most feared threats of the entire multi-user, Tharizdun stands tall. A threat that eclipses even that posed by the Abyss, the Nine Hells, or the Far Realms, Tharizdun wants nothing more than to undo all of reality and dissolve the planes into nothing. While demons will work alongside Tharizdun, not even they are safe from his goals of utter annihilation.
Tharizdun’s works always bring ruin, driving the gods to set aside their differences and seal him away in stasis so he could no longer threaten the balance of the cosmos. Even this could not fully contain his malign will however, which extends from his prison to find those who would fall under his sway and do his bidding. The most famous of these is the Cult of the Elder Elemental Eye, who do not know the true nature of that which they worship but are driven to enact Tharizdun’s will upon the world. The fact that they fight one another almost as much as their shared foes is one of the few things that limits their realization of his final goal, as the vague and distant instructions of their god are hard to interpret and full of contradictions.
One of Tharizdun’s many creations from before he was sealed away, the abomination Shothragot, has recently awoken in the depths of the earth, far below the mines of a temple devoted to the Elder Elemental Eye. Weakened from uncountable years of undisturbed sleep, it draws power from the prayers of Tharizdun’s servants to regain strength and is making plans to discover a method of freeing its master. Its very nature causes it to be a blank spot in the view of the other gods, masking it from their sight and allowing it to work in secrecy to release their greatest foe without interference. As its power grows, it even begins blocking the connections between the Material Plane and other planes, cutting it off entirely from external aid. If anyone can prevent Shothragot’s success, it will have to be the mortal beings that call the world it hides on home.
Shothragot is nearly impossible to fight directly when it awakens, for its body is a massive ball of glistening black tar, nearly a mile in diameter. Hundreds of holes burrow into its body, providing access to its interior where horrific monsters and vital organs can be found. To destroy Shothragot its consciousness must be destroyed, which hides in the center of its body protected by many defenses.
The essence of Shothragot is a 66-foot tall mountain of slippery black tar. Its exterior constantly bubbles and roils, twisted faces forcing themselves to the surface to cry out in agony or cackle with glee before being absorbed once again. Shothragot’s consciousness carries a weak link directly to Tharizdun, but such a connection is overwhelming to the point of agony even for such an immensely powerful creature. As intelligent and cunning as Shothragot is, it is consumed by hatred and can easily be driven to lose control and lash out thoughtlessly.
Shothragot’s Lair
Shothragot hides deep under the earth, gaining power. Once it is in the final stages of its plan to release Tharizdun it bursts free of the ground, flying into the sky and spreading its influence over a massive area. A fiery glyph appears in the sky, slowly spreading as Shothragot’s power grows until it reaches to the horizon in all directions, centered over the elder evil.
Lair Actions
On initiative count 20 (losing initiative ties), the essence of Shothragot takes a lair action to cause one of the following effects:
- The essence of Shothragot targets a volume of space no larger than a 10-foot cube anywhere within Shothragot, turning open space into tar or vice versa. A living creature in open space that becomes tar must make a DC 16 Dexterity saving throw or be buried in tar and restrained. A Large or smaller creature that’s restrained can’t breath. As an action, a creature within 5 feet of the tar can make a DC 16 Strength check, freeing the restrained creature on a success.
- The essence of Shothragot causes up to 6 gibbering mouthers to manifest out of any tar surface within Shothragot’s body. The mouthers obey its telepathic commands, which can reach anywhere within Shothragot’s body, and last until destroyed. The essence of Shothragot can have a maximum of 6 mouthers summoned by this action at any time.
- The ground, walls and ceiling within 90 feet of the essence of Shothragot grasp at intruders. Any creature within 10 feet of such a surface must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet directly toward the surface and grappled (escape DC 16). The essence of Shothragot can’t use this lair action again until it has used a different one.
Regional Effects
Shothragot’s influence spreads rapidly over the world, which causes the following effects:
- Any deity which approaches within 100 miles of Shothragot is affected by a confusion spell so long as it’s within that area, with no save to resist the effect.
- Any spell that would summon a creature fails within 5 miles of Shothragot.
- Teleportation spells that would enter or leave an area within 5 miles of Shothragot automatically fail.
- Divine spellcasters cannot regain spell slots within 5 miles of Shothragot.
The area of all these effects begins increasing by 1 mile every 24 hours once Shothragot reaches its full strength and emerges from the ground.
Shothragot was the subject of an article in one of the last Dragon magazine issues released prior to 4th edition and Paizo no longer produced the magazine. The information I’ve included on the elder evil is a summary of the article. If you would like to see the full history of Shothragot, including why it was sleeping below the ground and the details of its plans to release Tharizdun, I suggest you get your hands on a copy of the issue, Dragon 362. I tried to incorporate every part of Shothragot’s stat block into my conversion, with some parts going into the lair actions or regional effects, but I did eventually decide to leave out its spell-like abilities. I’ve found that it’s better to try and restrict a creature’s stat block to the effects that have the best chance of actually occurring during a battle, and with a large number of innate spells there would simply be too many different effects available, far more than is likely to occur over a reasonable fight. While I do include spells in some of my major bosses, they have to be carefully considered, and in this case I felt they weren’t necessary. Shothragot simply has enough abilities and effects to keep a fight interesting and mix up its strategies round by round, and no spells means one less thing that the DM needs to keep track of.
This conversion was a request by one of my Patreon backers Dat Bastard Oni, who plans to use this as a final boss for a campaign. It was a very intense conversion, comparable to Allabar in both complexity and, oddly enough, shape. Originally from Dragon Magazine issue 362. If there is a monster from an earlier edition of D&D that you want to see converted to 5e, feel free to send me a message. If you like this post, consider following my Patreon to get access to content like this a week ahead of everybody else, plus updates on other projects I’m working on!
Horrid Things From Beyond the Veil - Aberrant Evils
Horrid Things From Beyond the Veil – Aberrant Evils
Heroes of D&D meet their match!
Among the most foul creatures within the realms of D&D is the aberration. Some hail these terrors of entities spawned from a distant realm unlike anything else; The Far Realm. Others fear that they are perversions of our own reality, distortions that prove how horrible magic can truly be. No matter the case, they lurk in dark shadows and hover beyond the veil,…
So you've chosen a Warlock subclass. Just who is your patron, though? There are so many entities to chose from in the D&D universe, but I have gathered some of my favorites here. Not sure exactly how many of them are canon to which setting but I tried to stick to the Forgotten Realms.
image credit: Walter Brocca
Great Old Ones
Aberrant Deities: As found in the Lords of Madness 3.5e supplement.
Ghaunadaur: That Which Lurks; the Elder Eye. Chaotic-evil god of oozes and nameless things in the dark.
The Great Mother: Deity of the beholders that seeks to remake the world in her image by filling the universe with her progeny. She is either insane or possesses limitless intelligence. It is difficult for mortals to decide which.
Ilsensine: Illithid deity with the form of a giant green brain with ganglia spanning the planes and gathering infinite knowledge. It’s divine mission is the enslavement of all creatures.
Mak Thuum Ngatha: The Nine-Tongued Worm. Deity of wormlike aberrations. Obsessed with the Material Plane for unknown reasons. Mak Thuum Ngatha embodies the opening of infinite knowledge, the destruction of barriers, and the spanning of space, time, and the planes.
The Patient One: Deity of aboleths, chuuls, cloakers, and avolakias. It whispers secrets in the darkness and devours the flesh its worshipers offer it.
Tharizdun: A deity of entropy, darkness, decay, and evil that seeks the unraveling of the universe. He was imprisoned long ago by the collective power of all the human deities. He is worshiped by creatures that believe there will be a place for them when he remakes the universe (IF he remakes it after destroying it).
Stars: Cosmic entities corrupted by the Far Realm as revealed in the Revelations of Melech (and Dragon Magazine). Some invocations in the Warlock Unearthed Arcana are named after these.
Acamar: A corpse star whose motions and size send objects spiraling toward their doom.
Calphon: A Purple star that is often a guiding star on the horizon that sometimes betrays those who rely upon it
Delban: An ice-white star visible during winter.
Gibbeth: A green star that causes madness.
Hadar: the extinguished cinder of a star lurking in a nebula of Ihbar.
Ihbar: A dark nebula expanding and eating the light of neighboring stars.
Khirad: A blue star whose radiance reveals secrets and gruesome insights.
Nihal: A red star that writhes around its portion in the heavens at great speeds.
Ulban: A blue-white light disrupts cognition and numbs your perception to danger.
Zhudun: A corpse star that once shined its baleful light over Cendriane in the Feywild.
Slaadi Lords: The Lords of the Slaad and purveyors of Limbo.
Chourst: Lord of Randomness. A white slaad that cares for nothing other than indulging whatever random whims come into his head.
Rennbuu: Lord of Colors. His skin constantly changes color and he has a grizzled mane of white hair. He is flamboyant and wears colorful costumes. He is at times a passionate artist and at other times a capricious prankster. He has the ability to change colors of anything.
Ssendam: Lord of Madness. The most powerful slaad. A giant golden amoeba with a humanoid brain nucleus. She constantly contacts mortals to drive them insane.
Ygorl: Lord of Entropy. Lord of Limbo. A charred slaad skeleton riding a chaotic-neutral brass dragon and wielding a scythe. He demands for slaads to invade other realms and incubate as many slaad spawn in creatures as possible to spread chaos.
image source: Out of the Abyss D&D 5e module
Fiends
Demons: There are many more demons in the Abyss, it being infinite and all. Here are the ones from the Fiendish Folio I, listing all the known demon rulers and their demesne.
Devils: There are more than just the nine lord of the hells to choose for your warlock patron. Besides these, here is a link listing all the named devils in D&D
Bel: The pit fiend usurper of Zariel, who has since been demoted to Zariel's adviser. While Zariel was subjugated, he ate pieces of Zariel’s flesh to increase his power beyond a regular pit fiend.
Tiamat: Surprisingly a fiend and not a dragon despite having five dragon heads.
Martinet: The pit fiend constable of Asmodeus and diplomat that quells wars between the archdevils.
Lilis: Consort of Dispater and head of a vast spy network in the nine hells and the material plane.
Bensozia: Consort of Asmodeus slain by Levistus.
The Hag Countess: The now-dead hag from Hades that tried to ascend to godhood but instead cause her body to expand infinitely and explode.
Moloch: Baalzebul’s viceroy that once helped rule the sixth layer; a monstrous form that hides a genius intellect.
Baftis: One of Baalzebul’s two consorts, a spineless and secretive being.
Lilith: The other of Baalzebul’s two consorts, an ambitious and scheming devil whose power the lord of flies must often reign in before it overwhelms him.
Baalphegor: Consort of Mephistopheles and decorated diplomat, tactician, sorceress, and inventor of artifacts.
Gorgoth/Gorgauth: The tenth archdevil cast out from Baator for Asmodeus for being too duplicitous for devilkind. His power lies in betrayal and twisting of contracts.
Zariel: Winged serpent fallen angel that has reclaimed rulership of the first layer of Baator.
Dispater: Paranoid and reclusive Lord of the Second and a ruler the iron city of Dis.
Mammon: Serpentine archdevil of greed mutated by Asmodeus. Lord of the Third.
Belial and Fierna: Incestuous father-daughter joint rulers of the fourth layer, although Fierna has recently become involved with Glasya and seeks to completely rule the layer.
Levistus: The Lord of the Fifth, eternally imprisoned in an icy tomb for the murder of Asmodeus' wife.
Glasya: Asmodeus' daughter, queen of the Erinyes, and Lord of the Sixth after the Hag Countess... exploded.
Baalzebul: A fallen archon originally named Triel that rules the seventh layer of Baator. The lord of flies and lies. An obsessive perfectionist.
Mephistopheles: The insane ruler of the frozen eighth layer of Baator and lord of hellfire. He openly seeks to overthrow Asmodeus.
Asmodeus: Mysterious Lord of the Ninth and King of Hell. Lord of sin itself. The only devil to maintain their position of power after the Reckoning of Hell. A cunning tactician whose machinations sometimes take millennia to unfold.
Yugoloth Lords: The mercenaries of the fiendish planes that find their home on Gehenna (in the Tower of Incarnate Pain) and the Gray Wastes (in Khin-Oin, the Wasting Tower)
Anthraxus: The Oinoloth and seat of the Siege Malicious.
Bubonix: Master of the Tower of Incarnate Pain
Charon: Ferryman of the River of Blood
Inthracis: Ultraloth necromancer and master of Corpsehaven
Malkizid: A fallen solar and exiled archdevil
Mydianchlarus: Briefly the Oinoloth who unseated Anthraxus by whispering a single secret.
Taba: The greatest spy of the fiendish planes that can appear like any fiend. She uses her powers primarily to acquire wealth.
Typhus: A hunchbacked mezzoloth that commands an army called the Infernal Front.
Xengahra: An outcast yugoloth and the personification of hopelessness that resembles a dark angel.
image credit: Brom
Archfey
Many of the powerful fey have been confused or changed from edition to edition with even some Dragon Magazine retcons, but I tried to piece together what I could here.
The Archfey: Fey beings that gained great power and established a position of preeminence among fey-kind.
Relkath of the Infinite Branches: An unpredictable treant archfey. Forests sprout wherever he touches the ground.
Lurue the Unicorn Queen: Archfey of intelligent beasts that teaches life is meant to be lived with adventure and laughter.
Verenestra the Oak Princess: Archfey of beauty and vanity. She is loyal to the Seelie Court and their realms despite her fleeting nature, but often kidnaps mortal men as consorts.
Sarula Iliene the Nixie Queen: Archfey of nixies, lakes, streams, and water. She often will ask her worshipers to protect bodies of water.
Auril the Frost Sprite Queen: A fickle, vain, and evil Archfey associated with cold, winter, and frost.
Neifon, Lord of Bats: Archfey with complete command of bats. Could also summon restraining vines.
Courts of the Feywild: Different kingdoms of the Feywild ruled by different archfey as described in 4e D&D and 5e D&D
The Court of Coral: Home of the aquatic and island-dwelling fey. Elias and Siobhan Alastai are the Sea Twins that rule this court. Elias is the lord of rivers while Siobhan is the princess of the seas.
Gloaming Court: Land of dreams and twilight. The Maiden of the Moon rules here, a hunter and bane of lycanthropes. Her realm's light shines in silver on the material plane.
Green Court: A place of primal plantlife. Ruled by Oran, the Green Lord.
Summer Court: Ruled by a being known as Tiandra, the Seelie fey queen. With a smile she can ripen crops, and with a frown summons wildfires
Winter Court: Ruled by the Prince of Frost, who hates the Summer Court after believing that they caused the death of his consort.
Fey Gods: These fey come from the older editions of D&D (3.5e and earlier) but are described as deities rather than archfey.
Caoimhin: faerie deity of food and shy friendship
Damh: fey deity of dance, song, and celebration
Eachthighern: Unicorn deity of healing, loyalty, and protection.
Emmantiensien: God of treants, trees, and deep hidden magic.
Fionnghuala: Deity of swanmays, communication, and sorority.
Nathair Sgiathach: Deity of mischief and pranks and faerie dragons.
Oberon: deity of nature, wild places, and animals.
Queen of Air and Darkness: Unseelie fey queen of illusions, darkness, and murder. She is always invisible but can be seen with magical means. Sister of Titania.
Skerrit: Deity of centaurs.
Squelaiche: Leprechaun deity of trickery and illusions.
Titania: Deity of the Seelie fey and mother of Damh and Verenestra. A beautiful blue-eyed faerie with gossamer wings. She is directly opposed to the Queen of Air and Darkness, her sister.
Verenestra: Deity of charm and beauty, and of nymphs and dryads.
Other Fey:
Baba Yaga: Mother of witches.
Brian Collins: King of the Leprechauns in the Gloaming Court
The Carrion King: King of dark fungi in the Feydark
The Erlking: Master of the hunt in the Green Court and enemy of Malar.
Malar: Master of the savage hunt in the Green Court and enemy of Erlking
Oneiros: Lord of dreams.
Selephra: The bramble queen and mistress of spite
Thrumbolg: Lord of the fomorians in the Feydark.
image credit: Allen Williams
The Celestial
This subclass was the Undying Light in the Unearthed Arcana playtest material, but seems to be replaced by the Celestial in Xanathar's Guide.
The Court of Stars: The noble eladrins that rule the Olympian Glades of Arborea. In some cosmologies the Court of Stars is a part of the Feywild, rather than Arborea, so these could feasibly count as Archfey patrons as well.
Morwel, Queen of Stars: A blindingly beautiful eladrin woman resembling an elf. She discusses important issues with her advisers and her consorts.
Faerinaal, the Queen’s Consort: Protector of the Court of Stars and especially eladrins endangered by fiends. He can cause creatures to enter a dream-filled coma.
Gwynharwyf, the Whirling Fury: Patron of barbarians and other chaotic-good champions who wields twin swords and can become a whirlwind of glittering sand.
The Companions of Elysium: A group of friends comprised of the most powerful of the guardinals to protect and rule Elysium
Prince Talisid, the Celestial Lion: Leader of the Five Companions of Elysium and the most powerful leonal. He is a humble protector of the people.
Sathia, the Sky Duchess: An avoral and the muse of painters and sculptors.
Manath, the Horned Duke: A cervidal and a creature of wit and fun.
Vhara, Duchess of the Fields: An equinal of generosity and emotion that adores flowers.
Kharash, the Stalker: A lupinal that is a master of the hunt.
Bharrai, the Great Bear: An ursinal that reveres nature and teaches magic.
Celestial Hebdomad: The androgynous rulers of Celestia, mortal martyrs that sacrificed themselves for all that is good in the universe and became protectors of the Mounting Heavens of Celestia.
Barachiel, the Messenger: Herald of Celestia and leader of the trumpet archons
Domiel, the Mercy-Bringer: Protector of the tombs of martyrs and saints. leader of the sword archons.
Erathaol, the Seer: The patron of prophets and seers. Foretells planar events before they unfold and watches over children destined for greatness.
Pistis Sophia, the Ascetic: Patron of monks and ascetics. They have cast off material possessions and show no negative emotions.
Raziel, the Crusader: The Firestar. Defender of the defenseless and destroyer of tyranny.
Sealtiel, the Defender: The military leader of heaven and patron of the warden archons.
Zaphkiel, the Watcher: Ruler of Chronias and the perfect good. Only the Hebdomad have seen Zaphkiel as those with even a shred of evil in them would be consumed in their presence.
image credit: Greg Rutkowski
Hexblade
These are the powerful weapons I could find that seem to be canon in the Forgotten Realms setting, according to the Wiki. Many aren't sentient, but that doesn't mean they can't grant power to a warlock.
Blackrazor: A greatsword hidden in White Plume Mountain. (DMG)
Moonblade: An ancient elven longsword. (DMG)
Whelm: A hammer hidden in White Plume Mountain. (DMG)
Wave: A trident hidden in White Plume Mountain. (DMG)
Cudgel of St. Cuthbert: A simple wooden club of the deity which instills bravery and smites undead.
Sword of Kas: Owned by the vampire general that slew Vecna. It thrives on blood and seeks the destruction of Vecna's cult.
Fork of Mephistopheles: A trident that grants powers over fire.
Ruby Rod of Asmodeus: Acts as a greatclub but bestows magical might.
Wand of Orcus: Usable as a mace. Grants powers over undead.
Moloch's Whip: A six-tailed lightning whip owned by the ex-viceroy of Baalzebul.
Staff of Fraz-Urb'luu: The prince of deception's weapon that grants full power over his realm.
Kingscar: A Human Bane greatsword of the ogre mage Sothillis.
Dragonstooth: longsword containing the spirit of a red dragon dracolich Greshrukk, the Red Eye.
Mountain Crusher: A longbow of Tavis Burdun, a legendary firbolg.
Ary'Faern'Kerym Elfblade: The "Artblade" that determines whether its wielder is worthy of leading the Cormanthyr army's arcane branch.
Flail of Ages: Forged by rakshasas, each head deals a different damage type (acid, fire, or cold)
Fatal Touch: A bastard sword wielded by a good god of death.
Drowning Death: A trident wielded by a storm deity that dealt cold and thunder damage.
Dawnspeaker: A heavy mace wielded by the goddess of the dawn.
Dagger of Chaos: A dagger that could transform its wielder into anything at random.
Crackletongue: A saber wielded by Zaranda Star that crackled with blue flame to smite evil.
Cold Heart: An acidic dagger wielded by a drow goddess of undeath.
The Ravager: A halberd wielded by a prince of Elemental Fire.
Carsomyr: A powerful Holy Avenger and bane of chaotic-evil creatures.
Undead: Liches, Vampires, Mummy Lords, Death Knights
Vestiges: From the Tome of Magic 3.5e supplement but they are just too great NOT to use. They are creatures who were so powerful their very existence and memory persists as a Vestige, a power untouchable by even gods. And they are specifically meant to make pacts with. I just have their names here because there are far too many to go into detail.
Acererak, the Devourer
Agares, Truth Betrayed
Amon, the Void Before the Altar
Andras, the Gray Knight
Andromalius, the Repentant Rogue
Aym, Queen Avarice
Balam, the Bitter Angel
Buer, Grandmother Huntress
Chupoclops, Harbinger of Forever
Dahlver-Nar, the Tortured One
Dantalion, the Star Emperor
Eligor, Dragon’s Slayer
Eurynome, Mother of the Material
Focalor, Prince of Tears
Geryon, the Deposed Lord
Haagenti, Mother of Minotaurs
Halphax, the Angel in the Angle
Haures, the Dreaming Duke
Ipos, Prince of Fools
Karsus, Hubris in the Blood
Leraje, the Green Herald
Malphas, the Turnfeather
Marchosias, King of Killers
Naberius, the Grinning Hound
Orthos, Sovereign of the Howling Dark
Otiax, the Key to the Gate
Paimon, the Dancer
Ronove, the Iron Maiden
Savnok, the Instigator
Shax, Sea Sister
Tenebrous, the Shadow that Was
Zagan, Duke of Disappointment
Elder Evils: From the 3.5e Elder Evils supplement.
Atropus: A cosmic being that looks like a small moon and channels massive amounts of negative energy in order to devour planets.
Father Llymic: A creature imprisoned in ice that melts in the dark. It seeks to extinguish the sun to free itself and turn the world into its new home, a frozen wasteland of death and madness.
Hulks of Zoretha: Five dormant monoliths that were sent to earth to purify and colonize it. They long for someone to learn how to reawaken them.
Leviathan: The pure chaos leftover from the creation of the world given flesh. It slumbers beneath the ocean and is large enough to encircle the earth.
Pandorym: A being summoned from another world to kill the gods. Its body and mind were imprisoned separately.
Ragnorra: The mother of monsters that reappears every millennia to remake the world in her hideous image raining red spores all over the planet to infect all life.
Sertrous: An obyrinth demon lord cast into the void but that still lives on the material plane in a warped serpent form. He taught the world that mortals do not need to worship deities for power.
The Worm that Walks: A mass of maggots and worms that houses the hive mind of the demigod Kyuss, whose return ushers the final age of mortals.
Zargon: An ancient, unkillable baatorian of slime cast out of Hell by Asmodeus and imprisoned in stone.