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Pact of the Archfey

Your patron is a lord or lady of the Feywild, a being of immense magical power and capricious will. Such beings include the Queen of Air and Darkness, Titania of the Summer Court, the Prince of Frost, and kindred rulers of faerie domains. Your pact with such an entity may stem from a debt owed, a bargain struck in a moment of need, or simply the archfey's inscrutable fancy. Fey patrons are not evil, but they are alien — their moods and motives are as shifting as moonlight on water.

Pact of the Archfey Table:

Level Subclass Features Gained
1st Expanded Spell List, Fey Presence
6th Misty Escape
10th Beguiling Defenses
14th Dark Delirium

Subclass Features

Expanded Spell List

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.

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

Fey Presence

1st-level Pact of the 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.

Misty Escape

6th-level Pact of the 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.

Beguiling Defenses

10th-level Pact of the 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.

Dark Delirium

14th-level Pact of the 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) and incapacitated 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, its appearance and surroundings shifting strangely. The creature can repeat its Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a short or long rest.