Base Class: Warlock
You've entered into a bond with an Arch Fey corrupted by exposure to darker forces. Whether they be of the Shadowfell, Abyss, Nine Hells, or the Void these fey carry with them a connection to the darker planes and creatures they have exposure to.
Expanded Spell List
The Darkfey 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.
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
Void Walker
At level 10, your connection to dark void energy now saturates your body. You have resistance to fire damage and become immune to necrotic damage. In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.
Through the Void
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the void space. The creature disappears and hurtles through a nightmare voidscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.
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