The 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. 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; the Prince of Fools; and ancient hags.

Branch Features

Bonus Spells

You learn the Eldritch Blast cantrip. It does not count against the number of arcane cantrips that you know. The damage type for this spell is psychic.

You gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.

If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell 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

Talents

Talent CP Prerequisites
Fey Presence 5 -
Misty Escape 10 3rd Level Spells and Fey Presence
Beguiling Defenses 35 5th Level Spells and Misty Escape
Dark Delirium 50 7th Level Spells and Beguiling Defenses

Fey Presence

Cost: 5 Character Points
Actions: 2

Your patron bestows upon you the beguiling and fearsome presence of the fey.

Make a spell attack roll vs the Wisdom defense of creatures of your choice in a 10-foot cube originating from you. For all creatures that you hit, they are either Charmed or Frightened (your choice) by you 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

Cost: 10 Character Points
Prerequisite: 3rd Level Spells and Fey Presence
Action: Free
Trigger: You take damage.

You vanish in a puff of mist in response to harm.

You 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.

This ability triggers the first time that you take damage, with the following exceptions: on your turn, or when you roll initiative, you may declare a specific trigger for your Misty Escape, or not to use it at all.

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

Beguiling Defenses

Cost: 35 Character Points
Prerequisite: 5th Level Spells and Misty Escape
Actions: Free
Trigger: A creature attempts to charm you.

Your patron teaches you how to turn the mind-affecting magic of your enemies against them.

You are immune to being Charmed.

When another creature attempts to charm you, the creature must make a Wisdom defense check vs your spellcasting skill. On a fail, it is Charmed by you for 1 minute, or until the creature takes any damage.

This ability automatically triggers once per round the first time that a creature attempts to charm you, with the following exceptions: on your turn, or when you roll initiative, you may declare that your Beguiling Defences will only be triggered when a specific creature attempts to charm you, or not to use them at all.

Dark Delirium

Cost: 50 Character Points
Prerequisite: 7th Level Spells and Beguiling Defenses
Actions: 2

You plunge a creature into an illusory realm.

Choose a creature that you can see within 60 feet of you and make a spell attack vs its Wisdom defense. On a hit, 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 that 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.