Identity
Archfey patrons in this setting are not woodland faerie monarchs; they are remnant minds of a long-collapsed dream-culture that the Mythar civilization once attended. The dream-spirits survived as half-conscious presences inside lucid moments, particular weather, certain pieces of music, and the kind of forest path that ends a half-hour after sunset whether or not you have a watch. The Archfey is a patron who notices what their warlock notices, sometimes from the inside. Warlocks of the Archfey laugh at the wrong moments, dress slightly oddly even when they try not to, and have a strange relationship with the truth — they cannot lie outright without their patron's permission, and their patron rarely grants it.
Features
- L3 Step of the Glamour
Once per short rest, as a bonus action, you can teleport up to 30 ft to an unoccupied space you can see, leaving an after-image at your starting space that lingers until the start of your next turn (treat as a faint visual obstruction; the next attack against your starting space wastes itself). Additionally, when you arrive at your destination, the first attack roll against you before the end of your next turn is made with disadvantage.
- L7 Beguiling Presence
You gain proficiency in the Persuasion skill and the Deception skill. If you already have proficiency in one, double the proficiency bonus on checks with that skill. Additionally, you can cast Charm Person (or its setting-equivalent) at will, targeting any beast or fey-type creature, or any humanoid whose Intelligence is 10 or lower; cost: 1 Pact-Slot only on the first casting per short rest, then at-will until your next short rest. Targets who succeed on the save know you attempted to charm them but do not necessarily know what you wanted.
- L11 Dread Charm
Your patron permits you to weaponize the welcoming smile. As an action, choose one creature you can see within Far range. The target makes a Wisdom save against your channel save DC. On a failure, the target is both Charmed and Frightened of you for 1 minute: they will not willingly approach you, will obey simple non-harmful spoken commands, and have disadvantage on attack rolls against you. The target may repeat the save at the end of each of its turns. The target also repeats the save if you or your allies deal damage to it (in which case the effect ends on success). Usable once per long rest, or once per short rest if you forgo damage on your turn before invoking it.
- L15 Faerie Lord Aura
While you are conscious, you radiate a 15-ft Faerie Lord aura. Allies within the aura have advantage on saves against being Charmed or Frightened, and have advantage on Persuasion checks made in your presence. Enemies within the aura that attempt to attack a creature other than you must succeed on a Wisdom save (made once when they first enter or start their turn in the aura, repeats only once per turn) or have disadvantage on that attack. You can suppress or restore the aura as a free action; while suppressed, you are notably easier to ignore (allies within 5 ft have advantage on Stealth checks to avoid detection associated with you).
- L18 Court of Stars
Once per long rest, as an action, you call a small piece of your patron's court into the engagement for 1 minute. Choose one of the following manifestations each time you invoke this feature: • **The Hunt.** Two minor fey hounds (use the wolf statblock, or a setting-equivalent) appear within 10 ft of you in unoccupied spaces. They act on your initiative, obey your spoken commands, and vanish at the end of the minute or when reduced to 0 HP. • **The Court.** A circle of glittering, half-real attendants surrounds you for the duration. While the Court is up, you have advantage on all CHA checks, and once per turn when a creature within 30 ft makes a saving throw against your channel, you can grant disadvantage on that save. • **The Sovereign.** You assume the bearing of your patron for the duration. You grow translucent fey wings (fly 40 ft, hover), gain temporary HP equal to twice your Warlock level, and your unarmed strikes and channel attacks deal an additional 1d10 psychic damage.