The Archfey - Legacy

The Archfey are powerful lords or ladies of the feywild. They are creatures of legend who hold secrets that were long forgotten before the mortal races tread across the land. These being’s motivations are often inscrutible, and sometimes whimsical, and might involve striving for greater magical power or the settling of age-old grudges. A patron of this category is often a trickster by nature, leading others on in, whether to gain power for themselves or simply for a good time.   These patrons are tricky, knowledgeable, and difficult to understand. They grant power in return for often strange deals that are difficult for a mortal to make sense of, yet almost always seem like a good deal at the time of making it.

Patron Spells

1st-Level Warlock (The Archfey) Feature   You gain patron spells at the warlock levels listed. These spells do not count against your spells known.
Spell LevelSpells
1stfaerie fire, sleep
3rdcalm emotions, phantasmal force
5thblink, plant growth
7thdominate beast, greater invisibility
9thdominate person, seeming

Archfey’s Blast

1st-Level Warlock (The Archfey) Feature   When you cast your eldritch blast spell, you can choose to change the damage type to radiant. When you score a critical hit against a creature or object with your eldritch blast and deal radiant damage, that creature or object glows as though under the effects of faerie fire until the end of your next turn.  

Fey Presence

1st-Level Warlock (The Archfey) Feature   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.  

Pact Focus: Eldritch Mask

3rd-Level Warlock (The Archfey) Feature   Dedicated to the Archfey, you can select this option instead of one of the pact foci available to all warlocks when you gain the option to choose one at 3rd level.   Your patron grants you an illusory mask. The mask can be donned or doffed as a bonus action. While wearing the mask, you gain proficiency in Charisma (Deception) and Charisma (Persuasion). If you already have proficiency in these skills, you instead gain expertise in the respective skill.   While wearing the mask, your true identity is disguised from others. You can have up to two additional fictional identities stored in the mask. These identities must be of the same gender and body type as you. They have names, illusions of documentation appears over any documentation you provide, and each has a different face and voice. Instead of appearing as your pact mask, your mask displays an illusion of the face of your chosen identity when another looks at it. While displaying a face, the mask changes your voice to match that identity.   Creatures with an Intelligence of 8 + your Charisma modifier or lower fail to see through this disguise. A creature with an Intelligence score higher than this score can make an Intelligence (Investigation) check against your spell save DC to see through the illusion. Creatures with truesight can see through this illusion even if their Intelligence would otherwise cause them to fail. You can designate any number of creatures who can see through the illusion.   As an action, you can change the mask to show another identity stored in the mask, your own face, or the mask itself. Any creature watching you as you do so automatically sees through your illusion.   You can perform a special ritual over the course of 1 hour, which can be done over a short or long rest. When you perform this ritual, you can convert a magic mask into your pact mask. When you perform this ritual, you can change the appearance of the mask, as well as change one of the identities stored in the mask. If you lose your mask, you can perform this ritual to receive a replacement. Doing so destroys the previous mask. The mask turns to ash when you die.  

Misty Escape

6th-Level Warlock (The Archfey) Feature   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

10th-Level Warlock (The Archfey) Feature   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

14th-Level Warlock (The Archfey) Feature   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 Familiar

Warlocks of the Archfey who take the Eldritch Familiar Pact Focus may choose the following familiar in addition to the normal options.

Faerie Familiar

Tiny fey, matches patron's alignment
Armor Class: 11 + Warlock Power Reservoir (Natural Armor)
Hit Points: 5 + three times your Warlock level
Speed: 20 ft , fly: 40 ft

STR

3 -4

DEX

16 +3

CON

10 +0

INT

8 -1

WIS

13 +1

CHA

12 +1

Languages: Sylvan, understands the languages you speak
Proficiency Bonus: Warlock Power Reservoir (PR)

Hit Dice. The Familiar has a total number of Hit Dice equal to your Warlock level. It also gains all the normal benefits of both short and long rests.   Supernatural Resistance. The Familiar has advantage on saving throws against spells, powers, and other supernatural effects.

Actions

Invisibility. The Familiar magically turns invisible until it attacks or forces a creature to make an ability check or saving throw. Equipment it is wearing or carrying turns invisible with it. The Familiar must concentrate on this effect as if it were concentrating on a spell.   Sting. Melee Weapon Attack: Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 +3 +PR piercing damage. The Familiar also learns the target's current emotional state and its alignment (if any).

Archfey Pactmasters

Archfey Patrons