The Archfey in Audalis | 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.
 

Archfey Patrons

Thufes, Perverter of Truth
Patron Alignment: Chaotic Neutral
  Patron Description: Thufes typically appears as a well-dressed and stunningly attractive man of the race he is speaking to, or simply an Averni elf if speaking to a group, that has a very calming and soothing aura around him, helping everyone around him to relax and overlook minor details. He and his followers have a tendency to play tricks on people, ranging from harmless to life threatening and always for their own amusement.
  Patron Goals: Thufes seeks only to gain amusement. He often gives mortals power in pacts to see how they use it, granting them a small trinket that he claims to be highly important and that they must protect with their life. To further amuse him, he often makes these things out of the most fragile materials he can find, such as a thin layer of ice that stays magically chilled. He watches what they use their power for through this object and demands to be amused by the antics of his followers.
  Patron's Wrath Damage Types: Psychic
Oopha, the Overtoad
Patron Alignment: Neutral Good
  Patron Description: Oopha is a massive red-skinned toad-like creature with a blue underbody and lips. He stands similarly to an ape with powerful front limbs for fighting and back limbs for leaping. He bears thick green hair and a beard that reaches halfway to the ground. He always sits back like a gorilla when speaking to mortals and his voice rumbles around as he speaks.
  Patron Goals: Oopha seeks to protect nature and the natural order of predator and prey with one exception - he despises lifeforms that seek to profit off another without true effort. His minions hunt down and destroy parasites of any kind, and he is especially hateful toward followers of Ancient Parasite patrons.
  Patron's Wrath Damage Types: Acid, Bludgeoning, Poison
Felrithia, Hungering Beauty
Patron Alignment: Chaotic Evil
  Patron Description: Felrithia appears as a beautiful winged sylvarin woman, never clothed except in the barest of scraps. Her horns have a distinctive curling shape, not unalike a ram's horns. Her wings are dark near the tips and turn lighter and they come to the bottom of them. Felrithia has long flowing golden-brown hair which covers her body as it flows and twists in an unfelt wind.
 
  Patron Goals: Felrithia is a vile creature who hungers for the blood and flesh of mortals. She is a malicious spirit that believes in a matriarchal stance. Her followers are all females and she demands they sacrifice males upon altars to her, using one of her unnaturally sharp feathers as a sacrificial knife to do so.
 
  Patron's Wrath Damage Types: Necrotic, Slashing

Patron Spells

You gain patron spells at the warlock levels listed.
Warlock Level Spells
1st faerie fire, sleep
3rd calm emotions, phantasmal force
5th blink, plant growth
7th dominate beast, greater invisibility
9th dominate person, seeming

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.
 

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.

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