The Stag King

The Stag King resides in the Court of Leaves and Whispers, nestled in the Autumn Court of the Feywild. The Stag King is never caught unaware or surprised, but rather, is only found when he desires it.   The Stag King’s glamour takes on several different forms, though the most common is that of either an antlered man or a white hart. He rarely communicates directly, relying instead to speak through the Emissaries of the Stag King. It is not known if the Emissaries of the Stag King are three separate entities, or all aspects of the same one.   The Stag King and his Court embodies grace, a quality that sets it apart from other alpha animals, such as the bear, wolf, or shark. He is non-aggressive, unless provoked–a peaceful spirit, but will not back down if confronted. At the same time, he can swiftly and elegantly escape negative situations before their enemies even blink their eyes.   The Stag King also represents regeneration, as the stag sheds his antlers every year. He demonstrates that no matter how broken you feel, there is always the power to heal, evole, and transform.   The stag’s majestic antlers are his crown. He is a noble beast and king of the forest. He symbolizes leadership by example instead of by fear. At the same time, he is willing to go to battle for his herd and will be the first to engage any threats. The land and its king are one.  
Court of Leaves and Whispers
Blazing yellow, orange, and red leaves of autumn represent the changing of seasons and regrowth. Leaves are shed by trees and decompose and turn into mulch, insulating the soil and eventually feeding the three again with rich soil.   As the gentle wind blows, the fallen leaves rustle to whispers, telling the forests secrets. As predators prepare for winter, the crunch of fallen leaves from the footfalls of a predator help to protect the forest’s prey.   The Court of Leaves and Whispers is bound within the lands of the Autumn Court. The forested realm is always in autumn, with rich colorful leaves. There is no central hierarchy here, and any are welcome provided that they respect the natural law here. Those that cause harm, find that the Stag King can quickly end any unwanted tresspass.   The respect of natural order is the primary rule imposed by the Stag King in this realm. No iron may touch a tree or beast within the Court of Leaves and Whispers. This does not mean that trees cannot be felled, or animals cannot be hunted, but iron here is anathema, and the wood or beast will not return if felled by it. Despite the few imposed rules from the Stag King, other rules do still exist. A promise is still a promise in this realm, and a gift must be repaid in kind, and saying thank you is the sign of a gift accepted. That said, there is no ban on other fey from using their magicks within the Court of Leaves and Whispers. Ildross is known to visit the Court.   Residents of the Court include all manner of forest spirits and beasts. Despite the falling leaves, many dryads still find home in the rich trees of the forest. And even though there can be a bit of chill on the autumn air, there are still nymphs who bathe in the peaceful ponds. Few treants enjoy the autumn lands and most of the satyrs are older practicing in singular large feasts and indulgences, rather than the flitting quantity over quality of their more youthful (spring) kin. A few small collections of autumn aladrin reside here, though do not constitute collections large enough to be considered settlements. A few small herds of cervitaurs roam the forests and a few mortals have found there way here, led by Questing Beasts and now reside agelessly in the Court of Leaves and Whispers.   The Court of Leaves and Whispers is aligned with the Autumn Court and has no intention to sit upon the Empty Throne. The Court is also aligned with the Unseelie. Autumn is a relief from the summer. What is perceived as coldness is simply acceptance of the natural order. Death is a part of that order. It isn’t to be celebrated, but it isn’t to be mourned either. It just is.   The Court of Leaves and Whispers reflects the Stag King in many ways. It is not a fickle land prone to chaos and change. It is simply what it is meant to be. The land and its king are one.  
Warlocks
The Stag King is rare to patron mortals, but when he does so, it begins with the white hart, signifying the pursuit that is at hand. Rarely will he speak to those he patrons, relying instead on his emissaries to interpret his wants–though this can change dependant upon each emissary’s own interpretation.  

Expanded Spell List

The Stag King lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.   Level Spells
1st Beast Bond, Longstrider
2nd Animal Messenger, Misty Step
3rd Nondetection, Speak with Plants
4th Dominate Beast, Greater Invisibility
5th Awaken, Wrath of Nature
 

Grace of the Hind

At 1st level, the Stag King offers you the grace and speed of the hind. Natural terrain is never considered to be difficult terrain for you. Further, when in a natural environment, your footsteps are silenced and you leave no tracks. Once per round, as part of your movement, you may spend 10 feet of movement to leap 30 feet. You may also take the disengage action using a bonus action.  

Sense of the Hind

Also at 1st level, you gain advantage on any Perception rolls that use the sense of hearing, and Passive Perception for any sounds is considered to be 5 higher.  

Antlers of the Stag

At 6th level you grow a set of natural antlers on your head that you can use to assist you defensively. When a creatures makes a melee attack roll against you, you can use your reaction to impose disadvantage on the roll. If the creature then misses, is within 5 feet of you, and is no more than one size category larger than you, you may attempt to knock them down with your antlers. The target must succeed on a DC 14 Strength saving throw or be knocked Prone.   The antlers may also be used as a weapon. They are considered to be a simple weapon and cause 1d6 bludgeoning damage. You may also make a charge attack with the antlers. If you move at least 15 feet straight toward your target, you can make an unarmed attack roll. If it hits, the target takes an additional 2d6 bludgeoning damage and, if the target is a creature, they must succeed on a DC 14 Strength saving throw or be knocked Prone.  

Majesty of the Stag King

Also at 6th level, you may invoke the majesty of the Stag King. Once per short rest, as a bonus action, you may exude an aura of awe and reverence, forcing any creature with 30 feet that attacks you to first make a Wisdom saving throw versus your Spell Casting DC. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the wearer from area affects, such as the explosion of a fireball. This effect lasts for one minute, or until you attack a creature.  

Evasion of the White Stag

At 10th level, while you are not incapacitated, you cannot be grappled or restrained. You are also immune to the Paralyzed, Petrified, and Stunned conditions.  

Straighten the Wayward Path

At 14th level, while traveling on a path in a natural environment you, and any allies that choose who remain within 30 feet of you gain advantage on any saving throws against traps or snares, and initiative rolls and passive perception for you and your allies is increased by your proficiency bonus. While on this path, you and your allies may not be surprised.   Further, you are automatically aware when anyone on the same path as you is pursuing you. You do not know who they are, but you are aware of how many pursuers and their race or creature type. Once per short rest, you can force your pursuers to make a Wisdom save versus your Spell Casting DC. On a failure the path for them alters, leading them away from you and causing them to lose the path and become lost. They are lost (moving in the wrong direction) for 1d4 hours. After that time, they may make a DC 15 Survival roll to return to the point where the path diverged for them.   A path is no longer a path once a wheel has traversed it and it becomes a road.  

Of The Ways

Also at 14th level, you can create a number of paths up to your proficiency bonus, that connect any two locations. Only one path may be created per long rest, requiring an eight hour ritual, but that pathway remains until you replace it with another path. These paths are real, physical paths that can be trod by any creature using normal movement. If the two connected locations are separated by a great waters or other uncrossable obstacles (such as an ocean), the path over that portion travels through the Feywild. Once per short rest you may instantly transport yourself and up to eight willing creatures of your choice from the beginning point of one of your paths to the ending point of the path.   If a wheel ever touches one of the paths, it ceases to be a path and you no longer have it as one of your connections.