I am a sucker for pleasing people and somebody asked for him after Muppets D&D 5E went up, so without further ado: LET’S DANCE!
Jareth the Goblin King
Medium humanoid (human), chaotic neutral sorcerer (dream-touched) 14
Armor Class 17 (mage armor, ring of protection)
Hit Points 99 (18d6+36)
Speed 30 ft.
|12 (+1)||16 (+3)||14 (+2)||14 (+2)||10 (+0)||20 (+5)|
Saving Throws Str +2, Dex +4, Con +9, Int +3, Wis +1, Cha +12
Skills Acrobatics +9, Arcana +8, Deception +11, Performance +11
Senses passive Perception 10
Challenge 14 (11,500 XP)
Dream Labyrinth. Jareth also knows magnificent mansion and has made a casting’s duration permanent by placing his heart into it. This permanent dream labyrinth has an entryway to the Material Plane in the place that he cast it (a random park in New York state?) and remains until a creature destroys his heart. While Jareth’s dream labyrinth still stands he does not age, cannot suffer from frailty of old age, die from old age, or be aged magically. As an action, Jareth can teleport himself and up to six creatures to his dream labyrinth (DC 19 Charisma saving throw negates). In addition, he can teleport himself and creatures around his dream labyrinth if they are already inside of it.
Dream Telepathy. Jareth can communicate telepathically with any creature he can see. He doesn’t need to share a language with the creature for it to understand his telepathic utterances, but the creature must be able to understand at least one language. In addition, Jareth can cast dream without expending a spell slot as long as he can see his target. He can do so 6 times and regains expended uses when he finishes a long rest.
Dream-Threading. Jareth may choose up to three sentient creatures who are sleeping within 100 feet of him to have good dreams. He must choose at least as many creatures who are sleeping within 100 feet of him to have nightmares. Jareth may not grant himself good dreams. When a creature is the target of both good dreams and nightmares, the effects cancel one another.
If this is part of a short rest, good dreams grant 5 temporary hit points, and if a creature spent any Hit Dice to recover hit points it regains 5 extra hit points. Nightmares impose disadvantage on the creature’s next Wisdom saving throw, and it expends 1 Hit Die without effect.
If this is part of a long rest, good dreams grant temporary hit points equal to one of the creature’s Hit Dice + 5. Nightmares force the creature to reroll the first Wisdom or Charisma saving throw that it succeeds.
Somnium Orbs. As an action, Jareth creates 5 somnium orbs (AC 19, 11 hit points). They last until he dismisses them as a bonus action on his turn or creates new somnium orbs.
As a bonus action, Jareth can move his somnium orbs as if controlling them all with mage hand or command one or more somnium orbs to travel up to 30 feet in one direction. If he rams a somnium orb into a creature the somnium orb stops moving this turn. There is no limit to the distance a somnium orb can travel and Jareth is able to see through a somnium orb even when he is on a different plane of existence, but as an object without sentience they cannot navigate anywhere more specific than to return to him.
As an action, Jareth can see and hear through one of his somnium orbs until the start of his next turn. While seeing through his somnium orb he gains darkvision 60 feet and truesight. During this time, Jareth is deaf and blind with regard to his own senses, but he is able to cast illusion spells through the somnium orb he is seeing through.
Sorcery Points (18/long rest). Jareth can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
- Creating Spell Slots & Sorcery Points. As the sorcerer class features (can create spell slots no higher than 5th-level).
- Metamagic: Extended Spell. When Jareth casts a spell that has a duration of 1 minute or longer, he can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Metamagic: Quickened Spell. When Jareth casts a spell that has a casting time of 1 action, he can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Metamagic: Subtle Spell. When Jareth casts a spell, he can spend 1 sorcery point to cast it without any somatic or verbal components.
- Metamatic: Twinned Spell. When Jareth casts a spell that targets only one creature and doesn’t have a range of self, he can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.
Spellcasting. Jareth is an 18th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 19; +11 to hit with spell attacks). Jareth knows the following sorcerer spells:
- Cantrips: dancing lights, mage hand, message, minor illusion, prestidigitation, ray of frost
- 1st-level (4 slots): disguise self, mage armor, sleep
- 2nd-level (3 slots): suggestion
- 3rd-level (3 slots): fly, major image
- 4th-level (3 slots): greater invisibility, polymorph
- 5th-level (3 slots): animate objects, seeming
- 6th-level (2 slots): eyebite, mass suggestion
- 7th-level (2 slots): magnificent mansion, plane shift, reverse gravity, teleport
- 8th-level (1 slots): —
- 9th-level (1 slots): —
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
Dream-Touched Sorcerer Bloodline
Either during conception or while in the womb, the Goblin King Jareth put a spell upon your soul that forever changed you. For as long as you can remember your dreams have been incredibly lucid and vivid, and when you engage in reverie a sense of the other accompanies you. Through the arcane arts you’ve unlocked some of this secret, learning more about the powers granted to you as your control over them grows. (If you are a warlock or want to see the original Dream-Touched patron, check out Brandes Stoddard’s Archfey patrons on Tribality!)
At 1st level, you can influence dreams. You may choose up to three sentient creatures who are sleeping within 100 feet of you to have good dreams. You must choose at least as many creatures who are sleeping within 100 feet of you to have nightmares. You may not grant yourself good dreams. When a creature is the target of both good dreams and nightmares, the effects cancel one another.
If this is part of a short rest, good dreams grant a creature temporary hit points equal to your Charisma modifier, and if it spent any Hit Dice to recover hit points, add your Charisma modifier to the number of hit points regained. Nightmares impose disadvantage on the creature’s next Wisdom saving throw, and it expends 1 Hit Die without effect.
If this is part of a long rest, good dreams grant temporary hit points equal to one of the creature’s Hit Dice plus your Charisma modifier. Nightmares force the creature to reroll the first Wisdom or Charisma saving throw that it succeeds.
At 6th level, you learn how to distill the stuff of dreams into orbs the size of your fist. As an action, you can create a number of somnium orbs equal to your Charisma modifier (minimum 1). They last until you dismiss them as a bonus action on your turn or create more somnium orbs. Your somnium orbs have an AC equal to your spell save DC and hit points equal to your spell attack bonus.
As a bonus action, you can move your somnium orbs as if controlling them all with mage hand or command one or more somnium orbs to travel up to 30 feet in one direction. If you ram a somnium orb into a creature the somnium orb stops moving this turn. There is no limit to the distance a somnium orb can travel and you are able to see through a somnium orb even when you are on different planes of existence, but as an object without sentience they cannot navigate anywhere more specific than to return to you.
As an action, you can see and hear through one of your somnium orbs until the start of your next turn. While seeing through your somnium orb you gain darkvision 60 feet, and at 18th level you gain truesight. During this time, you are deaf and blind with regard to your own senses, but are able to cast illusion spells and use Dream-Threading through a somnium orb you are seeing through.
At 14th level, you can communicate telepathically with any creature you can see. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. In addition, you can cast dream without expending a spell slot as long as you can see your target. You can do so a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
At 18th level, you learn the magnificent mansion spell. When you cast it, you may choose to make the duration permanent by placing your heart, mind, or soul into it. This permanent dream labyrinth has an entryway to the Material Plane in the place that you cast it and remains until a creature destroys the part of yourself sustaining the spell. While your dream labyrinth still stands you do not age, cannot suffer from frailty of old age, die from old age, or be aged magically. As an action, you can teleport yourself and up to six creatures to your dream labyrinth (Charisma saving throw negates). In addition, you can teleport yourself and creatures around your dream labyrinth if you are already inside of it.
Design Notes. I thought some of you might be wondering about the process I undertake when I do these kinds of builds and I’ll tell you: I trawl wiki pages and other research spots, make a big bullet list like the one that follows, and mark them off with big capitalized words when I know the important demonstrated power/talent/ability has mechanics to cover it. After that’s done I do whatever I can to keep it as RAW as possible (rules-as-written) while salvaging utility for gamemasters to be able to use it so the statblock is accessible while trying to keep the right flavor–look above at Jareth’s spell list and you’ll see some real hard decisions. If you want more deadly oomph however, this is an easy one to swap in some nasty magic. For CR and spellcasting, I’ve got just the thing (hint: it shouldn’t change his statblock).
- His powers include the ability to form crystal orbs in his hands, which can create illusions of all types or to view things from a distance. SORCERER FEATURE
- Jareth is also a master of disguise. He can transform into a barn owl. In the movie he disguised himself as a blind beggar. DISGUISE SELF / POLYMORPH
- He can manipulate crystal balls with his hands easily, and does so to impress Sarah at the start of the film. SORCERER
- He is able to appear and disappear in his realm as he wishes, and appears to have telepathic abilities. SORCERER
- He is also able to defy gravity, running through the Escher Room in his castle upside down. REVERSE GRAVITY SPELL
- According to the Return to Labyrinth series, Jareth has ruled the Labyrinth for 1,300 years. In the manga Mizumi calls him a sorcerer and it is revealed Jareth is not a goblin, deciding to rule them out of boredom. He does not appear to age between the film and the events of Return to Labyrinth, which happen many years later thus further confirming his immortality. SORCERER
- He did give her (Queen Moraine) a chance to find his heart, which was hidden somewhere in the Labyrinth. SORCERER