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Archfey

Archfey

The Archfey.


Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.


Level 1 Features:


Archfey Magic.


When you learn a spell of the appropriate level using your pact magic feature, you also learn the spells on the Archfey Spells table. The spells count warlock spells for you, and do not count against your spells known.


Class LevelSpells
1stFaerie Fire, Sleep
3rdCalm Emotions, Phantasmal Force
5thBlink, Plant Growth
7thDominate Beast, Greater Invisibility
9thDominate Person, Seeming

Fey Presence.


Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As a bonus action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Level 6 Feature:


Misty Escape.


Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell Once you use this feature, you can't use it again until you finish a short or long rest.


Level 10 Feature:


Dream Communication.


Starting at 10th level, the bond with your patron grows. You learn the spell Contact Other Plane. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can cast the spell without expending a spell slot, and you can't do so again until you finish a long rest. When you cast the spell in this way, you entreat with your patron instead, automatically succeeding on the saving throw and allowing both of you to speak freely for the duration.


Beguiling Caress.


Also at 10th level, your patron teaches you how to turn mind- affecting magic against your enemies. You are immune to being charmed, and when you cast a spell that deals damage, you can invoke additional words of power to change the spell's damage type to psychic or radiant. Whenever a creature is damaged by the spell, it takes extra damage equal to your proficiency bonus, and has its emotions swayed with despair or adoration, based on the damage type dealt:
-Psychic The creature is charmed of you until the start of your next turn.
-Radiant The creature is frightened by you until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Level 14 Feature:


Dark Delirium.


Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. A creature that is already charmed by you automatically fails the saving throw. On a failed save, it is charmed or frightened by you (your choice) for 1 minute. This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.





 

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