Base Class: Rogue
The Fey Duelist archetype merges the cunning and agility of a rogue with the enchanting power of the Feywild. These rogues are gifted (or cursed) with the boons of Archfey patrons, weaving magic and mischief into their every movement. They are agile combatants and masters of manipulation, channeling Fey magic to outmaneuver foes, charm allies, and spread chaos on the battlefield.
Whether as emissaries of a Fey court, champions of their Archfey patron, or independent agents who stumbled into the gifts of the Feywild, Fey Duelists tread a fine line between mortal pragmatism and the capricious beauty of the Fey. Their motivations are as varied as the Feywild itself, often driven by a blend of personal ambition, devotion to their patron, or a desire to unweave the chains of mundane reality and reshape the world with Fey-inspired artistry.
Level 3: Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock and bard spell list.
Cantrips
You learn three cantrips: vicious mockery and two other cantrips of your choice from the warlock or bard spell list. You learn another warlock or bard cantrip of your choice at 10th level.
Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your warlock or bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level warlock or bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the warlock or bard spell list.
The Spells Known column of the Fey Duelist Spellcasting table shows when you learn more warlock or bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the warlock or bard spells you know with another spell of your choice from the warlock or bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock or bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock or bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Fey Duelist Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
Vicious Mockery +2 |
3 |
2 |
— |
— |
— |
|
4th |
Vicious Mockery +2 |
4 |
3 |
— |
— |
— |
|
5th |
Vicious Mockery +2 |
4 |
3 |
— |
— |
— |
|
6th |
Vicious Mockery +2 |
4 |
3 |
— |
— |
— |
|
7th |
Vicious Mockery +2 |
5 |
4 |
2 |
— |
— |
|
8th |
Vicious Mockery +2 |
6 |
4 |
2 |
— |
— |
|
9th |
Vicious Mockery +2 |
6 |
4 |
2 |
— |
— |
|
10th |
Vicious Mockery +3 |
7 |
4 |
3 |
— |
— |
|
11th |
Vicious Mockery +3 |
8 |
4 |
3 |
— |
— |
|
12th |
Vicious Mockery +3 |
8 |
4 |
3 |
— |
— |
|
13th |
Vicious Mockery +3 |
9 |
4 |
3 |
2 |
— |
|
14th |
Vicious Mockery +3 |
10 |
4 |
3 |
2 |
— |
|
15th |
Vicious Mockery +3 |
10 |
4 |
3 |
2 |
— |
|
16th |
Vicious Mockery +3 |
11 |
4 |
3 |
3 |
— |
|
17th |
Vicious Mockery +3 |
11 |
4 |
3 |
3 |
— |
|
18th |
Vicious Mockery +3 |
11 |
4 |
3 |
3 |
— |
|
19th |
Vicious Mockery +3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
Vicious Mockery +3 |
13 |
4 |
3 |
3 |
1 |
Vexing
Starting at 3rd level, when you cast vicious mockery, you can now cast it as a Bonus Action. Additionally, the first attack roll, ability check or saving throw you make against an affected creature before the end of your next turn is made with advantage.
Delicate Deception
Starting at 9th level, you can weave Fey Magic into your movements and attacks, enhancing them. Once per turn, you can modify a rogue feature to add an additional effect, as listed below:
- Fey Attack: Sneak Attack deals an additional 1d6 psychic damage. This additional damage is increased at 13th (2d6) level & 17th (3d6) level.
- Elusive Action: Immediately before or after using Cunning Action, a 5ft cube surrounding you becomes Heavily Obscured to everyone except you until the start of your next turn.
- Distant Dodge: Whenever you use Uncanny Dodge after being hit with an attack, you may teleport up to 10 feet to an unoccupied space you can see.
You can use this ability a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a Long Rest. You can also regain uses by expending a spell slot for each use you want to restore (no action required).
Binding Words
At 13th level, you can weave a magical enchantment into your words, undermining and binding those that hear it. As an action you can speak a word infused with fey magic to a creature within 30 feet that can hear you, forcing them to make a Wisdom saving throw (DC {{savedc:cha}}). On a failed saving throw, fey magic binds it, and the only actions that it can take before the end of its next turn are the Attack (one weapon attack only), Dash, Disengage, or Hide action. If the target succeeds on its saving throw, it has no hint that you tried to bind it.
Any creature under the effect of vicious mockery cast via your Vexing feature automatically fails the saving throw for this feature.
Once you use this ability, you cannot use it again until you finish a short or long rest. You can also regain uses by expending a spell slot (3rd level) for each use you want to restore (no action required).
Archfey's Guile
Starting at 17th level, as an action you can make a Charisma (Persuasion or Deception) check against a creature that you can see that isn’t incapacitated, contested by a Wisdom (Insight) check. If you succeed, for the next minute, any deception or suggestions you make towards that creature are suffused with fey magic, and that creature remembers the conversation in a way that favors your intent, even creating artificial memories that support your statements. Any contradictory evidence to oppose your deception is disregarded and they will rationalize any memories or statements from friends as illogical or even possible attempts to deceive them. When presented with facts contradicting your deception, the target can repeat the Wisdom (Insight) check, ending the beguiling effects on a success.
This benefit lasts for 10 minutes or until you successfully use this feature against a different creature. The effects of your magic linger on the target for up to 1 hour after you’ve successfully used this feature, or until they have a Dispel Magic or Remove Curse cast upon them. If the target remained beguiled for the full duration, the affected memories and altered perceptions become permanent.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/23/2025 6:23:58 PM
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30
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4
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