Warlock
Base Class: Warlock

Your patron is a shadowy enigma, woven from illusions and impossible to understand, that lurks beyond the boundaries of the natural world. Some phantasms are bound to the Shadowfell, while others are native to the Feywild, the Outer Planes, or even the Far Realm. This mysterious entity is shapeless, with no true form. It is made from magic itself, and the goals it has for taking warlocks are equally enigmatic and inscrutable.
Warlocks who make a pact with a phantasm often do so out of intense curiosity or intellectual interest. They often hope to unravel the mysteries behind their patron, possibly unlocking great arcane power in the process. This patron grants the same features as the Archfey patron, but it uses the following spell list instead.

The spell Mirror Weapon had to be created and is linked in the expanded spell list

Expanded Spell List

The Phantasm 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.

Phantasm Expanded Spells
Spell Level Spells

1st

fog cloud, silent image

2nd

silence, phantasmal force

3rd

sending, mirror weapon

4th

phantasmal killer, greater invisibility

5th

mislead, seeming

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.

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 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

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 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.

The Phantasm (Archfey Variant) Image

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