Warlock
Base Class: Warlock

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.

Expanded Spell List

The Archfey 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.

Veil of the Feywild

Starting at 1st level, your patron bestows upon you the power of the Feywild to protect you from harm. You can use a bonus action to shroud yourself in a mystic mantle of Feywild energy which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor. You can also dismiss it at any time (no action required)

While your Veil of the Feywild is active, you gain the following benefits:

  • Ranged attacks against you have disadvantage as the mantle distorts your appearance.
  • You gain advantage on intimidation or deception checks.
  • When you are hit with a melee attack, you can use your reaction and roll a d6. The attacking enemy has to make a saving throw against your spell save DC. The kind of saving throw depends on the rolled number (1 Strength, 2 Dexterity, 3 Constitution, 4 Intelligence, 5 Wisdom, 6 Charisma). If it fails the saving throw, reduce the damage you receive by 1d8 + your proficiency bonus as the mantle absorbs parts of the attack or impairs the attacker in another way

You can’t use this feature again until you finish a short or long rest.

 

Deception

While your Veil of Feywild is active, you gain advantage on deception checks.

Intimidation

While your Veil of Feywild is active, you gain advantage on intimidation checks.

Visitor of Dreams

Starting at 1st level, some magic properties of the Summer Court are transferred to you. Choose one of your skill proficiencies (either Deception, Persuasion or Performance). Your proficiency bonus is doubled for any ability check you make using the chosen skill. Moreover, sleeping creatures can’t hear you nor will they wake up by sounds you produce (unless you choose to be heard).

Deception

Your proficiency bonus for deception checks is doubled.

Performance

Your proficiency bonus is doubled for performance check.

Persuasion

Your proficiency bonus is doubled for persuation checks.

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.

Whispers of the Night

Starting at 6th level, your connection to the realms of sleep grows. When casting the sleep spell, you can count each dice roll at least as a 5. Once per long rest you can cast the dream spell without expending a spell slot.

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. Moreover, you can now charm enemies (not constructs) which are immune to being charmed. They make their saves against being charmed and ending the charmed condition with advantage.

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 Charisma saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute. This effect ends early if the creature takes any damage by you or your allies.

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.

Previous Versions

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4/2/2023 4:10:50 PM
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