Keen Hearing and Sight. The Blade has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Fey Ancestry. The Blade has advantage on saving throws against being charmed, and magic can’t put them to sleep.
Mask of the Wild. The Blade can attempt to hide even when they are in an area only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Innate Spellcasting. The Archfey's Blade innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: disguise self, mage armor (self only), speak with animals
1/day: conjure fey, Spike growth
Spellcasting. The Archfey's blade is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): Green flame blade, eldritch blast, toll the dead, mage hand, minor illusion, prestidigitation, vicious mockery
1st–5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, Blight, Mirror Image, hold monster, misty step, phantasmal force, greater invisibility, Synaptic Static
Multiattack. the Archfey's Blade can make three attacks two with his Drain blade. and one with his dagger. or three eldritch blast attacks.
Drain Blade. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 9 (1d8+4), or two-handed 10 (1d10+4). Plus an extra 6 (2d6) necrotic damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. plus 3 (1d6) necrotic damage.
Eldritch Blast. Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 9 (1d10+4) force damage.
Fey Presence (recharges short or long rest). each creature in a 10ft cube, must make a Wisdom saving throw DC 16, or become charmed or frightened of you until your next turn.
Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
Beguiling Defense. if a creature attempts to charm you, you can use your reaction to make them make a DC 16 Wisdom saving throw, if they fail they are charmed by you for the next minute, or until the target takes any damage.
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