Archfey
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.
King Oberon, Lord of the Green (Lawful Neutral)
The King of the Seelie Court, a just and noble ruler who fights against evil Fey. He is a beloved king who treats his Warlocks well and gives meaningful punishments meant to better those that serve him.
Terms: You must protect and defend fey, elves, halfings, and gnomes and kill Orcs, Bugbears, Gnolls and Hags on sight.
Punishments: Tasks of penance such as community service or tracking down enemies of the court.
Verenestra, the Oak Princess (Lawful Neutral)
She is a vain and flighty patron who is enthralled with her own beauty. She is highly sensitive and retributive of even the smallest of sleights.
Terms: Swear to see her as the ultimate beauty and put down those who think they are beautiful. Those that mock Verenestra must repent formally or be challenged to combat and killed.
Punishments: Warts and other disfigurements.
Neifion, Lord of Bats (Lawful Evil)
Of all the Unseelie Court he is the most benign as he keeps to himself and looks after his own. He tends to be compulsive and a little headstrong but means well though those that fight against him will be destroyed with no mercy.
Terms: Rules to the letter. Literally, will send you a letter every 7th day with instructions to follow.
Punishments: Bats turn on you. Could be turned into a regular bat for a time.
Kannoth, Lord of Vampires (Lawful Neutral)
The quintessential vampire, he rules with nobility and grace within a self contained court of powerful allies and their kin. He is a jealous leader that takes care of those under him even as he keeps them in his thrall with an iron fist.
Terms: Only Vampire Kin may make a pact with him. They must dedicate feasts to him, nurture and protect vampires and vampiric races, and are dignified and honorable in combat and all affairs. Vampires owe allegiance to you within reason.
Punishments: Can increase your Sunlight or Light Sensitivity or other Vampiric constraints.
Hyrsam, Lord of Fools, the Savage Satyr (Chaotic Neutral)
Carefree and a lover of parties he is a frivolous being that would rather engage in acts of hedonism and perform songs than be bothered with serious matters. The only way he becomes serious is when he sets his sights on his hated foes the Fomorians and Giants.
Terms: Only Bards may pact with him. You must kill and hate Giants, especially Foromians and consider them vile abominations. You must despise government and order and seek to undermine them.
Punishments: You roll disadvantage on CHA saving throws and CHA based checks for a time.
Baba Yaga, Mother of Witches (Chaotic Evil)
Far above a mere Covenmother she is closer to a deity and anything. She commands vast amounts of profane power and knows countless arcane arts known only to her. She is a vicious and hateful patron who is only more dangerous to her foes than her followers.
Terms: Her demands and whims for the contract are vague and sound ominous. She may demand anything from you to starve yourself for a period or even bake into a pie and eat another of your race. She likes secrets and loves you sharing what you learn about that which is hidden with her.
Punishments: Night terrors, retracting aid for a set time, familiar turning. Tainted potions. Wild magic for your spells.
Nintra Soitta, Princess of the Shadow Glass (Chaotic Evil)
A frighteningly powerful being that was sealed within a powerful divine artifact by an unknown foe. She is consumed with escaping her prison and exacting revenge.
Terms: You carry The Scrivener’s Tale where The Princess is trapped and if you fail the terms of the contract your soul will join hers for eternity. You swear to be beholden to no one and ruled by none and seek to kill those that place their influence over you. You have a hatred of royalty and must seek to kill or undermine them. You hear whispers of insight and instruction whenever you read the book and swear to study it once a day.
Punishments: Having allies as hostages in the Scrivener’s Tale.
Prince of Frost (Neutral Evil)
A heartbroken and dispassionate being that is consumed with loss and a bitterness that turned his portfolio from sun and love into cold and winter, a full reversal from his jolly self into the bitter patron he is now.
Terms: you must seek to turn the world to an eternal winter. You swore off love the moment you entered into a pact with him. You hate the Raven Queen and seek to undermine her. You are required to honestly attempt to convince couples to break up in order to save the men from harm.
Punishments: Cold Vulnerability.
Titania, Queen of Summer (Neutral Good)
She is a beloved yet respected queen of the Seelie Courts. While Oberon rules the battlefield she rules the court’s politics. She seeks to better the court and is unyielding in upholding its rules and traditions.
Terms: You swear to keep the peace in the fey court through any means necessary. You swear to fight against the Forces of darkness as commanded.
Punishments: Being turned into a subservient Fey creature or being loaned to other less kind Fey.
| Level | Prepared Spells |
|---|---|
| 3 | Calm Emotions, Faerie Fire, Minor Illusion, Phantasmal Force, Sleep |
| 5 | Blink, Plant Growth |
| 7 | Dominate Beast, Greater Invisibility |
| 9 | Dominate Person, Seeming |
Subclass Features
Patron Spells
Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Steps of the Fey
You know the spell Misty Step and it does not count towards the number of spells you can know. You can cast this spell times per long rest equal to your CHA modifier (Minimum 1).
When you cast this spell choose one of the following options
When you teleport you or a creature you can see within 10 ft of you gains 1D10 temporary hit points.
Creatures within 5 ft of the space you left must make a WIS save DC equal to your spell save DC and on a failure they have disadvantage on attacks against creatures other than you until the start of your next turn.
Misty Escape
Your mastery with Misty Step increases. You can cast Misty Step as a reaction.
You have the following Steps of the Fey options
You have the Invisible condition until the start of your next turn or until you take damage, cast a spell, or make an attack.
Creatures within 5 ft of where you left must make a WIS saving throw DC equal to your spell save DC taking 2D10 Psychic damage or half as much on a successful save.
Beguiling Defenses
You are protected from the charms and wiles of others. You are Immune to the Charmed condition.
When you are hit with an attack roll you can use your reaction to half the amount of damage you would take by half. You then force the creature to make a WIS saving throw DC equal to your spell save DC. and on a failed save they take damage equal to the damage you were dealt.
You can use this feature once per long rest unless you expend a spell slot to regain the use of this feature (No action required).
Bewitching Magic
The magic you use to beguile the mind is mingled with your Steps of the Fey. After you cast an Enchantment or Illusion spell using a leveled spell slot and an action you can cast Misty Step as part of the action without expending a spell slot.