BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Archfey

Archfey Patron

 
Archfey Patron
Level 3 Fey Magic, Steps of the Fey
Level 6 Beguiling Defense
Level 10 Misty Escape
Level 14 Bewitching Magic
Level 18 Dark Delirium
 

Level 3: Fey Magic

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fey Magic table, you thereafter always have the listed spells prepared.  
Level 1 Cause Fear, Faerie Fire
Level 3 Calm Emotions, Phantasmal Force
Level 5 Fear, Hypnotic Pattern
Level 7 Greater Invisibility, Phantasmal Killer
Level 9 Dominate Person, Seeming
 

Level 3: Steps of the Fey

Your patron bestows on you the ability to move between the boundaries of the planes. You learn the Misty Step spell. Additionally, 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 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.
  • Dissapearing 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) take 2d10 Psychic damage.
  • Taunting Step: Creatures within 5 feet of the space you left have Disadvantage on attack rolls against creatures other than you until the start of your next turn.
 

Level 6: Beguiling Defense

Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition. In addition, immediately after a creature you can see hits you with an attack roll, you can use your Reaction to beguile your attacker. The creature must make a Wisdom Saving throw against your Spell Save DC. On a failed save, the creature is charmed or frightened of you (your choice) until the end of your next turn. You can use this reaction a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long Rest.  

Level 10: Misty Escape

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.
  • Joined Step: You can take a creature within 5ft of you along through your teleport. They appear in an unoccupied space within 5ft of where you appear.
  • Resilient Step: You also gain resistance to all damage. The resistance lasts until the start of your next turn.
 

Level 14: Bewitching Magic

You can now cast the Misty Step Spell for free without consuming any resources. When you cast Misty Step, you can now choose two of your available Fey Step features and gain the benefits of both options.  

Level 18: Dark Delirium

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 successful save, it is charmed or frightened by you (your choice) for 1 minute. This effect ends early if the creature takes any damage. On a failed Save, the target is whisped away into the illusion as if it had been effected by a Maze spell. 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.

Comments

Please Login in order to comment!