| Spell level | Spells | |:---: | :---:| | 1st | *entangle, faerie fire*| | 2nd | *summon beast, phantasmal force* | | 3rd | *blink, plant growth* | | 4th | *grasping vine, greater invisibility* | | 5th | *seeming, wrath of nature* | ### 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 your proficiency bonus if doubled when using the skill. Additionally, 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 Starting at 1st level, your patron bestows upon you the ability to project the fickle yet fearsome presence of the fey. Once on your turn when you hit a creature with an attack, you can deal an additional 1d6 psychic damage. If your roll a 5 or 6 on this die, the creature is charmed or frightened by you (your choice) until the end of your next turn. ### Misty Escape Starting at 6th level, you can vanish in a puff of mist in response to harm. As a reaction when you take damage, you can turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the end 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. \columnbreak ### 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 or frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the charm or terror 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. > ##### Credits >- Image: Wizards of the Coast