Player's Handbook
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.
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.
| Archfey Expanded Spell List | |
| Spell Level | Spells |
| 1st | Faerie Fire, Sleep |
| 2nd | Calm Emotions, Phantasmal Force |
| 3rd | Blink, Plant Growth |
| 4th | Dominate Beast, Greater Invisibility |
| 5th | Dominate Person, Seeming |
1st-level Archfey Feature
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.
6th-level Archfey Feature
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.
10th-level Archfey Feature
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.
14th-level Archfey Feature
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.
Warlock Patrons, Boons, & Invocations version 2.1.0 by Laserllama
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.
| Archfey Expanded Spell List | |
| Spell Level | Spells |
| 1st | Faerie Fire, Sleep |
| 2nd | Enthrall, Phantasmal Force |
| 3rd | Blink, Catnap |
| 4th | Dominate Beast, Greater Invisibility |
| 5th | Dominate Person, Seeming |
1st-level Archfey Feature
When you enter into your Pact at 1st level, your Patron gives you the ability to revel the whimsy and terror of the Fey. As an action, you can force creatures of your choice within 10 feet of you to make a Wisdom saving throw. On a failure, they are charmed or frightened (your choice) of you and cannot target you with opportunity attacks until the end of your next turn.
Once you use this feature to charm or frighten a target, you must finish a short or long rest before you can use it again.
6th-level Archfey Feature
At 6th level, you learn to escape like the whimsical fey. As a reaction when you take damage, you can turn invisible and teleport to an unoccupied space you can see within 60 feet, where you remain invisible until the start of your next turn,
or until you attack a creature or cast a spell.
Once you use this feature, you must finish a short or long rest before you can use it again.
10th-level Archfey Feature
At 10th level, you gain immunity to the charmed condition.
Moreover, when a creature attempts to charm you, you can force it to make a Wisdom saving throw. On a failed save, it is charmed by your for 1 minute, or until it takes any damage.
14th-level Archfey Feature
At 14th level, you can use an action to force a creature within 60 feet that can hear you to make a Wisdom saving throw. On a failure, it believes that it has been transported to the realm of your Archfey Patron, and cannot discern friend from foe for 1 minute. On each turn, it must use its action to make a weapon attack against a random target within its reach
The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.
Once you use this feature you must finish a long rest before you use it again. When you have no uses left, you can expend a Pact Magic spell slot to use this feature an additional time.