The Archfey in Aolara | World Anvil

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

Tricksters Boon

At 1st level, you gain a mystical connection to the Feywild. You become proficient in the Deception skill if you are not already, and you learn the druidcraft cantrip. This counts as a warlock cantrip for you, but doesn't count against the amount of cantrips you know.    

Fey Presence

Additionally at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As a bonus action, choose an amount of creatures you can see within 60 feet equal to your proficiency bonus. Each target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target is charmed or frightened by you (your choice) until the start of your next turn.

You can use this ability an amount equal to your proficiency bonus, and regain all uses when you finish a 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.

You can use this ability an amount equal to your proficiency bonus, and regain all uses when you finish a long rest.    

Beguiling Defences

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 or frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the charm or frighten back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you or frightened 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 hour or until your concentration is broken (as if you are concentrating on a spell). Whenever the creature takes damage, it can repeat the saving throw, ending the effect on a success.

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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