Base Class: Warlock
Your patron is a powerful lord or lady of the fey, a creature of whimsy and magic. This being’s motivations are often inscrutable and might involve a striving for greater magical power, the settling of age-old grudges or maybe even just using you as a butler. 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; Neifion, Lord of Bats and other powerful fey
Expanded Spell List
The Fey Lord 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 Lord Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Fey Charm
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 a creature within 60ft and an additional number of creatures equal to your proficiency bonus within 30ft 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.
Illusory Puppet
Starting at 6th level, your patron has taught you that two is better than one. As an action you can target a space within 30ft of you and conjure a illusory perfect clone of yourself. Any creature with a passive perception equal to or higher than your spell save DC can see this process. While the clone appears to have all the same equipment you have, it doesn't duplicate the power of magic items so while it may appear to have all the same magic items you have, it receives none of the benefits of such items.
As a bonus action on your turn you can direct the clone to move a number of feet equal to your walk speed but the clone can be no more than 60ft from you. If attacked, your clone's AC is equal to 10 + your proficiency bonus and it has a number of hit points equal to half your proficiency bonus times your spellcasting modifier. Additionally you can cast spells through your clone as if they originated from it, though you still must follow the rules of sight, and finally as a reaction when you take damage you can swap places with your clone, letting the clone take the damage for you. You can only swap places with your clone once per use of this ability.
Whenever your clone takes damage you must make a concentration check (as if you were concentrating on the clone) or the clone vanishes.
This ability lasts for one minute and can only be used once per long rest
Charming Defenses
Beginning at 10th level, your patron teaches you how to resist mind-affecting magic and use your charm to bolster your defenses. You are immune to being charmed, and you can now add your Charisma modifier to your Armor Class
Archfeys Favor
In addition at 10th level, your familiarity with fey and their magic and the favor of your patron has begun to change you
If it is not already, you're creature type changes to Fey and you begin to show features that relate to your patron, you may either choose these new traits or roll on the table below:
| d8 | TRAIT |
|---|---|
| 1 | Snow begins to form around your feet and other creatures find you cold to be around |
| 2 | Antlers sprout from your head |
| 3 | Your eyes swirls with countless colors |
| 4 | Plants within 5ft of you grow rapidly |
| 5 | Your skin takes on a wood-like form and some may mistake you for a dryad |
| 6 | Animals are instinctually drawn to you and if you sit still woodland creatures will begin to crowd around you |
| 7 | Your voice sounds like a melody and becomes soothing to listen to |
| 8 | Your emotions begin to show an outward affect. When your angry, a stormcloud may appear over your head or the plants near you may twist violently. When your happy your laughter may sound like chiming bells or animals around you may get more playful. |
In addition, you learn the Contact Other Plane spell, this doesn't count against your number of known spells. Once per long rest you may use this spell without using a spell slot to contact your patron and converse with them for the duration
When you use the spell this way, you automatically succeed the saving throw
Mad 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, if the creature is already charmed or frightened by you, then they automatically fail this saving throw. On a failed save, it is charmed for 1 minute and acts as if its under the affect of Dominate Monster (no concentration required) except the target gets no repeat saves.
Until this illusion ends, the creature thinks it is lost in a realm of your choice of appearance. The creature only see's the realm, itself and hideous monsters in place of where other creatures are.
You must finish a short or long rest before you can use this feature again.
Previous Versions
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