The Archfey Revised

by Tatarius

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Patron: 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.

  • Original Source: Player's Handbook

Patron Spell List


  • Each Patron has a list of spells—its patron spells—that
  • you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th
  • These spells are known so long as you are within
  • good standing with your patron. If you have a patron spell
  • that doesn’t appear on the warlock spell list, the spell
  • is nonetheless a warlock spell for you.
The Archfey Patron Spells
Spell Level Spells
1st Faerie Fire, Entangle
2nd Enlarge/Reduce, Tasha's Mind Whip
3rd Bestow Curse, Plant Growth
4th Confusion, Conjure Woodland Beings
5th Dominate Person, Animate Objects

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 of your
  • choice in a 10-foot radius originating from you to make a
  • Wisdom saving throw against your warlock spell save DC.
  • The creatures that fail their saving throws are either
  • charmed or frightened by you (your choice) for 1 minute.
  • The creatures that failed their saving throw can make
  • another one at the end of each of their turns for the
  • remainder of the duration.

  • Once you use this feature, you can't use it again until you
  • finish a short or long rest

Charming Personality


  • Starting at 1st level, you gain proficiency in two of the
  • following skills: Deception, Intimidation, Performance or
  • Persuasion. Pick one of your choices, you gain expertise in
  • that skill.

  • Furthermore, you learn the Friend’s Cantrip with the
  • following changes:

  • When the spell ends, the creature must make an Insight Check opposed to your Warlock Spell Save DC. The creature has advantage on the roll if you or your allies attacked them during the Friend Cantrip. If they fail the check, they do not become hostile toward you
  • You may cast the Friends Cantrip without needing Somatic or Material Components
  • At 5th level the friend’s Cantrip no longer requires Concentration.
    • You may only still affect one creature at a time, if you try to affect another creature, the spell’s effect on the previous creature immediately ends (and triggers the above Insight Check)

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 end of your next turn or until you attack or cast a
  • spell.

  • If the creature that damaged you currently has the
  • frightened condition (not necessarily of you) then you
  • have resistance to the damage it dealt that triggered this
  • ability.

  • You can use this feature a number of time equal to your
  • proficiency bonus per 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 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 10 minute
  • or until the creature takes any damage. Creatures lose
  • immunity to the charm condition vs Bequiling
  • Defenses feature.

  • Additionally, you have advantage on saving throws versus
  • spells and abilities that cause the frightened condition, as
  • well as recovering from if you are already frightened.

  • Once per long rest, as a reaction, you may extend your
  • immunity to charm condition to an ally within 60 feet of
  • you that you can see. If the creature you use it on is
  • already charmed, it is suspended for 10 minutes

Dark Delirium


  • Starting at 14th level, you can plunge a creature into an
  • illusory realm. As a Bonus 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). The creature gets
  • another saving throw with advantage if they are damaged
  • by anything other than Psychic damage during this
  • duration.

  • 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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