Warlock: The Archfey

Original Source: Player's Handbook

Patron Spells

1st-level Archfey patron feature
You learn additional spells when you reach certain levels in this class, as shown on the Archfey Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Table: Archfey Patron Spells
Spell LevelSpells
1stfaerie fire, sleep
2ndblur, phantasmal force
3rdblink, silvery barbs
4thcompulsion, dominate beast
5thmodify memory, seeming

Tricks of the Feywild

1st-level Archfey patron feature
At 1st level, you learn to speak, read, and write Sylvan, and you learn two of the following cantrips: dancing lights, druidcraft, message, thorn whip, or vicious mockery. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Steps of the Fey

1st-level Archfey patron feature
Your patron bestows on you the ability to move between the boundaries of the planes. You know Misty Step, and it doesn't count against the spells you know. You can cast it without expending mana, even if you can't cast 2nd level spells normally, a number of times equal to your Spellcasting ability modifier, and you regain all expended uses when you finish a long rest. You can cast it normally or at higher levels using mana as usual.

In addition, whenever you cast Misty Step, you can choose one of the following additional effects:

Refreshing Step.

Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 temporary hit points.

Taunting Step

Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or be threatened by you.

Fey Courtier

6th-level Archfey patron feature
Also at 6th level, you have learned how to navigate the fey courts safely, without falling victim to their tricks. Whenever you make a Charisma check, or a Wisdom (Insight) check, when interacting with fey, your proficiency bonus is doubled if it applies to the check.

Additionally, whenever a creature you can see within 30 feet of you casts an Illusion or Enchantment spell, you immediately know the spell and level it is being cast at.

Lastly, after spending 1 minute talking to a creature, you can make a DC 15 Charisma check. On a success, you learn whether the creature is charmed or not. On a failure, you believe the creature is not charmed.

Misty Escape

6th-level Archfey patron feature
You can vanish in a puff of mist in response to harm. You can cast Misty Step as a Reaction in response to taking damage.

In addition, the following effects are now among your Steps of the Fey options:

Disappearing Step.

You are Invisible until the start of your next turn, or until immediately after you make an attack roll or cast a spell.

Dreadful Step.

Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 psychic damage.

Beguiling Defense

10th-level Archfey patron feature
Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.

In addition, immediately after a creature you can see hits you with an attack roll or tries to charm you, you can use your Reaction to reduce the damage you take by half (if any), and you can force the attacker to make a Wisdom saving throw against your Spell Save DC. On a failed save, the attacker takes psychic damage equal to the damage you take, and is charmed by you until the beginning of your next turn.

Once you use this reaction, you can't use it again until you finish a long rest unless you spend 7 mana when you use it again.

Bewitching Magic

14th-level Archfey patron feature
Your patron bestows on you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and mana, you can cast Misty Step as a part of the same action and without spending mana.