The Archfey in Galir | World Anvil
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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.   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.  

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 Level Spells
1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Seeming

Bewildering Blast

Your eldritch blast confuses and disorients your opponent, as your power awes them. Whenever you score a critical hit with your eldritch blast, that creature becomes charmed by you until the end of their next turn.  

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey.   As an action, you can cause each creature within 10 feet of 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.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

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.  

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.  

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. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). 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.  

Archfey Exclusive Invocations

Archfey's Retreat

Prerequisite: Pact of the Talisman feature
While someone else is wearing your talisman, they can use their bonus action to teleport to an unoccupied space closest to you, provided they can see you. This teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.  

Feywild Jaunt

Prerequisite: 9th level
You can cast misty step at will, without expending a spell slot.  

Glamour of the Seelie

Prerequisite: 5th level
You can cast charm person at will, targeting a creature that is not hostile to you, without expending a spell slot. When you cast charm person in this way, a target that fails the saving throw regards you not as a friendly acquaintance, but as a trusted friend.   However, if the target fails its saving throw, you must also make a wisdom saving throw against your spell save DC or become charmed by the target yourself, regarding them as a favored pet or servant.  

Manipulator's Blade

Prerequisite: Pact of the Blade feature
When attacking with your pact weapon, you have advantage on attack rolls against charmed or frightened creatures.  

Nature's Shawl

Prerequisite: Pact of the Shroud feature
While you are wearing your pact shroud, you can cast barkskin on yourself at will without concentration or expending a spell slot.  

Seelie Servant

Prerequisite: Pact of the Chain feature
In addition to other available forms, your familiar may take that of a Blink Dog or a Quickling.   Additionally, while an ally is within 10 feet of your familiar, that ally has advantage on saving throws against being charmed or frightened.  

Tome of the Fey

Prerequisite: Pact of the Tome feature
Your Book of Shadows can now be inscribed with many more spells in much the same way a wizard's spellbook can. When you find a spell from the Enchantment or Illusion schools of magic, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell.   For each level of the spell, the transcription process takes 2 hours and costs 50 sp for the rare inks needed to inscribe it. The spells appear in the book and don't count against the number of spells you know.   You can cast any inscribed spell using your warlock spell slots, as long as you have your Book of Shadows.

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