The Archfey, Variant (5e Subclass)

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The Archfey (Variant)[edit]

Warlock Subclass

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. Oftentimes, warlocks of these patrons do not even know whom exactly they are entering a pact with - as names often relay a level of power to creatures of the fey. 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.

Note: This is a variation on the Archfey patron option provided to players in the Players' Handbook, for those players who might want a little bit more flavorful twist on this option.

Expanded Spell List[edit]

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 Spells
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-Marked[edit]

Your pact with your patron of the fey has left you noticeably marked to the mortal world. Whether it was your patron's intention to let other fey know you are a claimed mortal or to spread a sense of mystery or slight chaotic energy into the mortal world, you are never quite certain. When selecting this patron option, choose 1d4+1 physical features, from the table below, that your character has been 'blessed' with. Alternatively, you may simply select features of your choosing or work with your DM to come up with your own options.

In addition to these physical characteristics, you are blessed with a youthful visage - for every 5 years that pass, your body only physically ages a single year; and you cannot magically be aged.

Fey Markings
Physical Alterations
You possess a small pair of antler-like or branch-like horns.
Your presence is permanently accompanied by the scent of honey and nectar, and/or sweet spices and flowers. This scent doesn't seem to carry on the wind, however, and only those around you have ever commented on it.
Your eyes are an iridescent color that shimmers and sparkles in the sunlight and seems to glow underneath the moonlight.
Your shadow occasionally dances on its own accord, or you may not have a shadow at all.
Your hair color changes with the seasons.
While you are sleeping (or otherwise taking a short/long rest), illusory butterflies fade in and out as they silently flutter above you.

Boon of the Summer Court[edit]

Starting at 1st-level, the Summer Court of the Fey bestows upon you an aura of unnatural charm and intrigue.

You gain proficiency in Performance and one musical instrument of your choice. You also gain proficiency in one other skill of your choice, chosen from: Deception, Persuasion, or Intimidation. You also learn Sylvan, the language of the Fey. If you already know this language, you may learn one other language of your choice.

Lastly, you double the proficiency bonus added to rolls you make using Performance and your above chosen skill, provided they do not already benefit from a similar ability.

Blades of the Gloaming Court[edit]

Also at 1st-level, the Gloaming Court of the Fey bestows upon you the ability to strike at your opponent's psyche as well as their physical bodies.

Whenever you land a successful weapon attack against an enemy, you may roll an additional 1d4 damage when rolling for damage. This additional damage is dealt as psychic damage. This damage increases to 2d4 at 6th-level, and to 3d4 at 14th-level.

Misty Escape[edit]

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[edit]

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[edit]

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.


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