Archfey v2.0.0 #
Patron Spells (1) #
- When your Pact Slots reach the Spell Level shown on the Archfey Spells table you learn the corresponding Spells. Each of these Spells counts as a Warlock Spell for you, but it doesn’t count against your number of Spells Known.
Archfey Spells #
Spell Level | Spells |
---|---|
1st | Faerie Fire, Sleep |
2nd | Calm Emotion, Misty Step, Phantasmal Force |
3rd | Blink, Plant Growth |
4th | Dominate Beast, Greater Invisibility |
5th | Dominate Person, Seeming |
Steps of the Fey (1) #
- Your patron bestows on you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- In addition, whenever you cast that spell, 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 have Disadvantage on attack rolls against creatures other than you until the start of your next turn.
Misty Escape (6) #
- 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 gain the Invisible condition until the start of your next turn or until immediately after you make an Attack Roll, deal damage, 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 Defences (10) #
- Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.
- In addition, when a Creature chooses to make an Attack against you as a Reaction you can force that Creature to first make a Charisma Saving Throw against your Spell Save DC or be charmed or frightened (your choice) of you until the start of your next turn. You can use this feature a number of times per Long Rest equal to your Charisma Modifier (minimum of once).
Bewitching Magic (14) #
- 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 a spell slot, you can cast Misty Step as part of the same Action and without expending a spell slot.