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Sub Class The Archfey Patron

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  • 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. edit delete
  • Fey Presence: (Level 1) 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 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.

    Once you use this feature, you can't use it again until you finish a short or long rest. edit delete
  • Misty Escape: (Level 6) 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. edit delete
  • Beguiling Defenses: (Level 10) 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. edit delete
  • Dark Delirium: (Level 14) 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. edit delete

Variable Text Display



Text Level Req'd Hideable Connected to Edit
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. No Sub Class: The Archfey Patron delete
Faerie Fire, Sleep 1 No Sub Class: The Archfey Patron delete
Calm Emotions, Phantasmal Force 2 No Sub Class: The Archfey Patron delete
Blink, Plant Growth 3 No Sub Class: The Archfey Patron delete
Dominate Beast, Greater Invisibility 4 No Sub Class: The Archfey Patron delete
Dominate Person, Seeming 5 No Sub Class: The Archfey Patron delete
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 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.

Once you use this feature, you can't use it again until you finish a short or long rest.
1 No Sub Class: The Archfey Patron delete
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.
6 No Sub Class: The Archfey Patron delete
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. 10 No Sub Class: The Archfey Patron delete
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.
14 No Sub Class: The Archfey Patron delete

Modifiers



Modifies Value Reason Level Req'd Connected to Edit