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ArchFey Patron

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. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

The Features of this subclass count as Primal in addition to Divine.

Expanded Spell List

The Archfey 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.

Spell LevelSpells
1stFaerie Fire, Sleep
2ndCalm Emotions, Phantasmal Force
3rdBlink, Plant Growth
4thDominate Beast, Greater Invisibility
5thDominate Person, Seeming
Eldritch Trick

At 1st level You may cast the Eldritch Secret granted by your patron as a bonus action, doing so conjures an illusory copy of yourself in one square you can see within 15ft for each spark the secret has upon casting. The copies have the following effects:
-A copy lasts until the start of your next turn.
- Any spells or actions you take, appear to originate from your duplicates as well.
- The first time a creature targets you with an attack must make a Wisdom save vs your spell save DC or target the nearest duplicate with its attack instead, creatures that do not rely on sight have advantage on this save.
- Your duplicates have an AC equal to your spell save DC.
- Upon taking damage, a duplicate disappears

Step of The Fey

also at 1st, Your patron bestows on you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain one expended use on a short rest, and all expended uses when you finish a Long Rest.

In addition, whenever you cast that spell, you can choose one of the following additional effects.
- Refreshing Step. Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.
- Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

Misty Escape

Beginning at 6th level, You can vanish in a puff of mist in response to harm. You can cast Misty Step as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options.
- Disappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll or cast a spell.
- Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Illusionary Court

Starting at 14th level, you can conjure your patrons power from all of your illusions. As an action, on a turn where you have already used eldritch trick, you may cast a spell using a pact slot. Each of your duplicates also cast this spell, as if you were casting the spell from the duplicates spaces. You cannot cast any spell that requires concentration when you use this ability.

You must finish a long rest before you can use this feature again.


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