Pact of the Archfae

A Warlock patronage of the Archfae of the Faewyld, with a teleport that leaves a glamour behind, charm and fear effects, an ally-protecting aura, and a summoned court.

Identity

The Pact of the Archfae is the Warlock patronage of the remnant minds of a collapsed dream-culture of the Faewyld. They survive as half-conscious presences inside lucid moments, particular weather, certain pieces of music, and forest paths that end a half-hour after sunset. An Archfae notices what its Warlock notices, sometimes from the inside. Archfae Warlocks laugh at the wrong moments, dress slightly oddly even when they try not to, and cannot lie outright without their patron's permission, which is rarely granted.

Features

  • L3 Step of the Glamour

    Once per short rest, as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. An after-image remains in your starting space until the start of your next turn and is a faint visual obstruction. The next attack against your starting space is wasted. 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 and Deception skills. If you already have proficiency in one, double your proficiency bonus on checks with that skill. You can cast Charm Person at will, but only on a beast, a fae, or a humanoid with an Intelligence of 10 or lower. The first casting after each short rest costs 1 Pact Slot, and later castings until your next short rest are free. A target that succeeds on the save knows you tried to charm it but not necessarily what you wanted.

  • L11 Dread Charm

    As an action, choose one creature you can see within Long range. The target makes a Wisdom saving throw against your spell save DC. On a failure, the target is Charmed and Frightened of you for 1 minute. It will not willingly approach you, it obeys simple, non-harmful spoken commands, and it has disadvantage on attack rolls against you. The target can repeat the saving throw at the end of each of its turns and whenever you or your allies deal damage to it, and the effect ends on a success. You can use this feature once per long rest, or once per short rest if you deal no damage on your turn before using it.

  • L15 Faerie Lord Aura

    While you are conscious, you radiate a 15-foot aura. Allies within the aura have advantage on saving throws against being Charmed or Frightened and on Persuasion checks made in your presence. An enemy in the aura that attacks a creature other than you must succeed on a Wisdom saving throw or have disadvantage on that attack. The enemy makes the save when it makes such an attack, and no more than once per turn. You can suppress or restore the aura as a free action. While it is suppressed, allies within 5 feet of you have advantage on Stealth checks to avoid detection associated with you.

  • L18 Court of Stars Capstone

    Once per long rest, as an action, you call part of your patron's court into the fight for 1 minute. Choose one of the following options each time you use this feature. The Hunt. Two minor fae hounds (use the Canine stat block) appear in unoccupied spaces within 10 feet of you. They act on your initiative, obey your spoken commands, and vanish at the end of the minute or when reduced to 0 hit points. The Court. A circle of half-real attendants surrounds you for the duration. You have advantage on all Charisma checks, and once per turn when a creature within 30 feet of you makes a saving throw against one of your spells, you can impose disadvantage on that save. The Sovereign. You take on the bearing of your patron for the duration. You grow translucent fae wings (fly speed 40 feet, hover), gain temporary hit points equal to twice your Warlock level, and your unarmed strikes and spell attacks deal an extra 1d10 psychic damage.