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Subclass Warlock Archfey Patron
The Archfey Patron is a Warlock subclass built around a pact with a powerful being from the Feywild — a Summer Queen, an Archdruid of the Green, or another ancient fey entity that bends reality through charm, fear, and the beauty of terrible things.
Where other Warlocks project raw magical force or cursed energy, the Archfey Patron Warlock moves. Steps of the Fey at Level 3 is a Misty Step-based system with four variants — teleport and taunt, teleport and terrify, teleport and refresh allies, or teleport and vanish. At Level 6, Misty Escape gives you a reaction teleport when you take damage. At Level 10, Beguiling Defenses protects you from charm effects and lets you turn them back on attackers.
Every Archfey feature involves teleportation, glamour, or fey magic — the subclass is defined by mobility and repositioning.
| LEVEL | FEATURE |
|---|---|
| 3 | Archfey Spells, Steps of the Fey |
| 6 | Misty Escape |
| 10 | Beguiling Defenses |
Your Patron grants an always-prepared spell list that doesn't count against your Pact Magic limit:
| WARLOCK LEVEL | SPELLS ADDED |
|---|---|
| 3 | Faerie Fire, Sleep, Calm Emotions, Misty Step, Phantasmal Force |
| 5 | Blink, Plant Growth |
| 7 | Dominate Beast, Greater Invisibility |
| 9 | Dominate Person |
Your defining Level 3 feature. You gain charges of the MistyStep action resource, powering a choice of four teleportation variants as a Bonus Action. Each variant teleports you to a target location and applies an additional effect.
Steps of the Fey charges scale with Charisma:
| CHARISMA SCORE | CHARGES PER REST |
|---|---|
| 13 or lower | 1 |
| 14–15 | 2 |
| 16–17 | 3 |
| 18–19 | 4 |
| 20–21 | 5 |
| 22–23 | 6 |
| 24+ | 7 |
UseCosts: BonusActionPoint:1;MistyStep:1
SpellProperties: GROUND:TeleportSource()
OriginSpellProperties: GROUND:CreateExplosion(Projectile_TauntingStep)
SpellFlags: HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold
- Teleport to target location
- Launch
Projectile_TauntingStepfrom origin point — enemies at the origin who fail a Wisdom save gainGOADING_ATTACKfor 2 turns - Works across elevation differences
Taunting Step is a hit-and-run control tool. Teleport away from a melee threat, apply Goading Attack from your origin point to lock them onto you, then deal with them on your terms.
Using: TauntingStep (base class)
OriginSpellProperties: GROUND:CreateExplosion(Projectile_DreadfulStep)
- Teleport to target location
- Launch
Projectile_DreadfulStepfrom origin — enemies who fail the Wisdom save take 2d10 Psychic damage in addition toGOADING_ATTACK
Dreadful Step is the damage variant of Taunting Step. Same teleport, same Wisdom save — but failure now costs 2d10 Psychic as well as the Goading condition. Use this when the taunt isn't enough by itself.
SpellProperties: GROUND:TeleportSource();ApplyStatus(REFRESHING_STEP,100,-1);ApplyStatus(SELF,REFRESHING_STEP,100,-1)
AreaRadius: 3 (allies in 3m of destination)
AoEConditions: Ally()
- Teleport to target location
- Apply
REFRESHING_STEPto yourself and all allies within 3 meters of your destination - Duration: Indefinite (until removed)
Refreshing Step is a support-oriented teleport. Position yourself near your party and apply a beneficial status to everyone in range as part of the movement. No action cost beyond the Bonus Action and one MistyStep charge.
Using: RefreshingStep (base class)
SpellProperties: GROUND:TeleportSource();ApplyStatus(SELF,INVISIBILITY,100,2)
- Teleport to target location
- Apply INVISIBILITY to yourself for 2 turns
- No AoE effect — self only
Disappearing Step is your escape hatch. Teleport to safety and vanish for 2 turns. Enemies lose track of you immediately. Use it when you need to reset a bad position or buy time for a critical spell.
Archfey_6_MistyEscape — a reaction interrupt that triggers when you take damage.
- Trigger: You take damage from any source
- Cost: Reaction
- Effect: Immediately teleport up to 60 feet to an unoccupied space you can see
Misty Escape turns incoming damage into a repositioning opportunity. The moment you're hit, you can be somewhere else — before the rest of the attack sequence resolves. Combined with Disappearing Step's Invisibility, an Archfey Warlock who is threatened can teleport away and vanish in the same round.
Archfey_10_BeguilingDefenses with hidden resource BeguilingDefenses (MaxValue: 1, Rest replenishment).
- Passive: You are immune to the Charmed condition
- Active (Once per Rest): When a creature attempts to charm you and fails, you can use your reaction to turn the charm back — the creature is now Charmed by you instead
ActionResource: BeguilingDefenses
MaxValue: 1
ReplenishType: Rest
IsHidden: True
Beguiling Defenses gives you complete immunity to the condition your patron is most associated with — and once per rest, turns a failed charm attempt into a weapon. An enemy Enchantment Wizard who tries to charm you just accidentally gave you control of them for the rest of the encounter.
The Archfey Patron is a mobile controller that fights through positioning, charm immunity, and the constant threat of disappearing.
Your combat identity:
- Steps of the Fey — every Bonus Action is a teleport with a combat effect; choose your variant based on the fight
- Taunting/Dreadful Step — when you need to lock an enemy down or deal psychic damage from your origin point
- Refreshing Step — when your party is clustered, teleport into them and buff everyone
- Disappearing Step — when you need to vanish, this is your instant exit
- Misty Escape — when you take a hit, teleport away before the next one
- Beguiling Defenses — immune to Charm; once per rest, reflect it back