Archfey
Contents
Your patron is an aristocrat of the Fey, a mythical being who possesses ancient knowledge that predates the existence of mortal races. The motivations of this entity are frequently enigmatic and occasionally capricious, potentially driven by a desire for increased magical prowess or the resolution of long-standing animosities. These beings include:
- the Prince of Frost,
- the Queen of Air and Darkness who rules the Gloaming Court,
- Titania of the Summer Court,
- Titania’s consort Oberon who is known as the Green Lord,
- Hyrsam who is the Prince of Fools
- Ancient hags.
About the Archfey Warlock
Centered on the themes of illusion, deceit, and enchantment. The subclass features of the Fey offer a diverse range of advantageous choices. Nevertheless, illusions, enchantments, and fear effects encounter difficulties due to the prevalence of resistance and immunity to such effects. To avoid being limited to spamming Eldritch Blast without any other useful options, it is important to broaden your skill set and abilities so that encountering brainless obstacles does not hinder you.
Although the Archfey offers several options, only one stands out as truly exceptional: Faerie Fire. Subsequently, the majority of the choices are satisfactory yet unexceptional. There is a scarcity of exceptional elements in this, but there is also a scarcity of truly disappointing elements.
Generally, the Archfey is a reliable choice, although it may not be exceptionally outstanding. The Archfey is an ideal option for novice seeking to enhance their comprehension of spellcasting classes, as it enhances their abilities without introducing substantial intricacy. For those who have more experience, the Archfey can be considered still reasonably effective, however, they may also notice that certain aspects of the subclass’s features are only useful in specific situations and may not be utilized frequently.
Warlock – Archfey Subclass | ||||||||||||||
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Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | |||||||
1st | +2 | Pact Magic, Otherworldly Patron | 2 | 2 | 1 | 1st | — | |||||||
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 | |||||||
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 | |||||||
4th | +2 | Ability Score Improvement, Eldritch Versatility | 3 | 5 | 2 | 2nd | 2 | |||||||
5th | +3 | — | 3 | 6 | 2 | 3rd | 3 | |||||||
6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 | |||||||
7th | +3 | — | 3 | 8 | 2 | 4th | 4 | |||||||
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 | |||||||
9th | +4 | — | 3 | 10 | 2 | 5th | 5 | |||||||
10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 | |||||||
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 | |||||||
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 | |||||||
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 | |||||||
14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 | |||||||
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 | |||||||
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 | |||||||
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 | |||||||
18th | +6 | — | 4 | 14 | 4 | 5th | 8 | |||||||
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 | |||||||
20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
Pact Magic
Your arcane research and your patron’s magic have given you spellcasting ability.
Cantrips
You have two cantrips of your choice from the warlock spell list. At higher levels, you learn additional warlock cantrips of your choice, as indicated by the Warlock table’s Cantrips Known column.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells from 1st to 5th level. The table also shows the level of each slot; all of your spell slots are the same level. To cast one of your warlock spells of the first or higher level, you must use a spell slot. When you finish a short or long rest, you regain all of your expended spell slots.
For example, at fifth level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must use one of those slots and cast it as a 3rd-level spell.
Spells known at the first level and higher
At 1rst level, you can choose two 1st-level spells from the warlock spell list.
When you learn more warlock spells of 1st level or higher, the Spells Known column of the Warlock table displays them. A spell you choose must have a level no higher than that indicated in the table’s Slot Level column for your level. When you reach sixth level, for example, you learn a new warlock spell that can be of the first, second, or third level.
Furthermore, when you level up in this class, you can replace one of your warlock spells with another from the warlock spell list, which must be of the same level as your spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for warlock spells, so use it whenever a spell mentions your spellcasting ability. In addition, you use your Charisma modifier to determine the saving throw DC for a warlock spell you cast and to make an attack roll with one.
Spell save DC = 8 + proficiency bonus + Charisma modifier.
Spell attack modifier equals your proficiency bonus plus your Charisma modifier.
Spellcasting Focus
You can use an arcane focus to cast warlock spells.
Expanded Spell List
When you learn a warlock spell, the Archfey gives you access to a more extensive list of spells. The following spells have been 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 |
Otherworldly Patron
At the 1st level, you have made an agreement with an otherworldly being chosen from the list of available patrons. Your choice grants you features at the first level, as well as at the sixth, tenth, and fourteenth levels.
The Archfey
Your patron is a legendary lord or lady of the fey, holding forgotten secrets. Their motivations are often inscrutable and whimsical, aiming for magical power or settling grudges.
Examples include:
- the Prince of Frost
- Queen of Air and Darkness
- Titania
- Oberon
- Hyrsam
- Ancient Hags.
Fey Presence
Starting at the first level, your patron grants you the ability to project the fey’s alluring and terrifying presence. As an action, you can force each creature in a 10-foot cube around you to make a Wisdom saving throw against your warlock spell save DC.
You charm or frighten all creatures that fail their saving throws until the end of your next turn (whichever you choose).
After using this feature, you cannot use it again until you have completed a short or long rest.
Eldritch Invocations
In your research into occult lore, you discovered eldritch invocations, fragments of forbidden knowledge that endow you with a permanent magical ability.
At the 2nd level, you gain two eldritch invocations of your choosing. The Optional Features page contains a list of all available options. When you reach certain warlock levels, you gain access to additional invocations of your choice, as indicated in the Warlock table’s Invocations Known column.
Furthermore, as you advance in this class, you can replace one of the invocations you know with another invocation that is available at that level.
If an eldritch invocation requires prerequisites, you must meet them before learning it. You can learn the invocation while meeting the prerequisites. A level prerequisite indicates your level in this class.
Pact Boon
At the third level, your otherworldly patron rewards you with a gift for your loyal service. You receive one of the following features of your choosing.
1. Pact of the Blade
You can use your action to make a pact weapon with your empty hand. You can change the form of this melee weapon each time you create it. You are skilled with it when you use it. This weapon is classified as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon vanishes if it is more than 5 feet away from you for 1 minute or longer. It will also disappear if you use this feature again, dismiss the weapon (no action required), or die.
You can turn one magic weapon into your pact weapon by performing a special ritual while holding it. The ritual is performed over a one-hour period, which can be completed during a brief rest. You can then dismiss the weapon, which disappears into an extradimensional space and reappears whenever you create a pact weapon after that. This method cannot be used to affect an artifact or a sentient weapon. If you die, perform the 1-hour ritual on a different weapon, or break your bond with the weapon, it no longer serves as your pact weapon. If you are in extradimensional space, the weapon appears at your feet when the bond is broken.
2. Pact of the Chain
You learn the find familiar spell and can use it in a ritual. The spell does not count against your total number of spells known.
When you cast the spell, you can select one of your familiar’s normal forms or one of the special forms listed below: imp, pseudodragon, quasit, or sprite.
Furthermore, when you use the Attack action, you can skip one of your own attacks and allow your familiar to use its reaction to launch one of its own.
3. Pact of the Talisman
Your patron gives you an amulet, which is a talisman that can help the wearer in times of great need. When the wearer fails an ability check, they can add a d4 to the roll, potentially resulting in a success. This benefit can be used as many times as your proficiency bonus, and all expended uses are restored after a long rest.
If you lose the talisman, you can request a replacement from your patron by performing a one-hour ceremony. This ceremony can be performed during a short or long rest period and destroys the previous amulet. When you die, the talisman turns into ash.
4. Pact of the Tome
Your patron gives you a grimoire known as the Book of Shadows. When you gain this feature, select three cantrips from any class’s spell list. The cantrips do not have to come from the same spell list. You can cast those cantrips whenever you want while carrying the book. They do not count against your total number of known cantrips. Any cantrip you cast using this feature is considered a warlock cantrip by you. If you lose your Book of Shadows, you can request a replacement from your patron by performing a one-hour ceremony. This ceremony can take place during a short or long rest, and it destroys the previous book. When you die, the book turns into ash.
Ability Score Improvement
When you reach the 4th level, you can choose to increase one ability score by two or two ability scores by one. This feature cannot be used to increase an ability score above 20.
If your DM permits the use of feats, you may instead take one.
Eldritch Versatility
is an optional feature for fourth-level warlocks.
When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, which represents a shift in your occult studies.
Replace one cantrip learned through this class’s Pact Magic feature with another from the warlock spell list.
Replace the option you selected for the Pact Boon feature with one of its other options.
If you are 12th level or higher, replace one of your Mystic Arcanum spells with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must replace them with invocations for which you are eligible.
Otherworldly Patron Feature
At the 6th level, you gain a feature granted by your Otherworldly Patron.
Misty Escape
Beginning at the sixth level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to become invisible and teleport up to 60 feet to an unoccupied area you can see. You will remain invisible until the beginning of your next turn, or until you attack or cast a spell.
After using this feature, you cannot use it again until you have completed a short or long rest.
Ability Score Improvement
When you reach the 8th level, you can choose to increase one ability score by two or two ability scores by one. This feature cannot be used to increase an ability score above 20.
If your DM permits the use of feats, you may instead take one.
Otherworldly Patron Feature
At level 10, you gain a feature granted by your Otherworldly Patron.
Beguiling Defenses
Beginning at level 10, your patron teaches you how to use your enemies’ mind-affecting magic against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to try to reverse the charm on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC, or you will charm it for 1 minute or until it takes damage.
Mystic Arcanum (6th level):
At 11th level, your patron bestows upon you a magical secret known as an arcanum. Choose one 6th-level spell from the warlock spell list for this arcanum.
You can cast the arcanum spell once without using a spell slot. You must take a long break before you can do it again.
At higher levels, you gain more warlock spells of your choosing that can be cast in this manner: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. After a long rest, you regain full use of your Mystic Arcanum.
Ability Score Improvement
When you reach the 12th level, you have the option of increasing one ability score by two or two ability scores by one. This feature cannot be used to increase an ability score above 20.
If your DM permits the use of feats, you may instead take one.
Mystic Arcanum (7th level):
At 13th level, your patron bestows upon you a magical secret known as an arcanum. Select one 7th-level spell from the warlock spell list for this arcanum.
You can cast the arcanum spell once without using a spell slot. You must take a long break before you can do it again.
Otherworldly Patron Feature
At level 14, you gain a feature granted by your Otherworldly Patron.
Dark Delirium
Starting at 14th level, you can transport a creature to an illusory realm. As an action, select a creature visible within 60 feet of you. It must attempt a Wisdom saving throw against your warlock’s spell save DC. On a failed save, you can charm or frighten it for 1 minute or until your concentration is broken. If the creature takes any damage, this effect will end early.
Until this illusion ends, the creature believes it is lost in a misty realm whose appearance you choose. The creature sees and hears only itself, you, and the illusion.
You must complete a short or long rest before using this feature again.
Mystic Arcanum (8th level):
At 15th level, your patron bestows upon you a magical secret known as an arcanum. Choose one 8th-level spell from the warlock spell list for this arcanum.
You can cast the arcanum spell once without using a spell slot. You must take a long break before you can do it again.
Ability Score Improvement
When you reach the 16th level, you have the option of increasing one ability score by two or two ability scores by one. This feature cannot be used to increase an ability score above 20.
If your DM permits the use of feats, you may instead take one.
Mystic Arcanum (9th level):
At level 17, your patron bestows upon you a magical secret known as an arcanum. Choose a 9th-level spell from the warlock spell list for this arcanum.
You can cast the arcanum spell once without using a spell slot. You must take a long break before you can do it again.
Ability Score Improvement
When you reach the 19th level, you can choose to increase one ability score by two or two ability scores by one. This feature cannot be used to increase an ability score above 20.
If your DM permits the use of feats, you may instead take one.
Eldritch Master
At 20th level, you can tap into your inner reservoir of mystical power while begging your patron to restore expended spell slots. You can spend 1 minute begging your patron for help to reclaim all of your expended spell slots from your Pact Magic feature. Once you’ve regained spell slots using this feature, you must take a long rest before you can do it again.
Further Reading
Some articles that might interest you:
- More details about the various Type of Creature in 5e
- Learn more about Area of Effect attacks
- Discover how to use the Armor Class in DnD 5e
Credits
The Archfey is a Warlock Subclass from Dungeons and Dragons 5e.
Here are the sources used to create this article:
- Learn more about the Warlock subclass Archfey
- Discover more informations about this subclass
- Artwork used at the start of the article