Warlock
Base Class: Warlock

Your character is tangled in the designs of the wandering Seelie Queen's Plans. You are her tool that she will use without hesitation. Her favor is fleeting but can be gained by catching her interest or offering gems, beautiful things, or strength against the Unseelie Court. She has weather-control powers and the souls of dead worshipers become part of her Court. However, as a Warlock yours is a deal with her and not a worship. If you complete your deal you can leave her service with your powers, but she will likely try to find ways to trick you into coming back, as she does not like to let go of what she finds interesting.

Expanded Spell List

Patron of Titania 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.

Titania Expanded Spells
Spell Level Spells

1st

Faerie fire, Sleep

2nd

Calm Emotions, Misty Step

3rd

Plant Growth, Daylight

4th

Dominate Beast, Control Weather

5th

Dominate Person, Dream

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.

Favored One's Trickery

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

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.

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