Archfey Patron: Pact of the Blade
Hit Points
Hit Dice: d8 per Archfey Patron: Pact of the Blade level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Proficiences
Armor: Light Armor, Medium Armor (at level 3)
Weapons: Simple Weapons, Martial Weapons (At level 3)
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 3 skills from:
Deception, Intimidation, Performance, Persuasion
Acrobatics, Sleight of Hand, Stealth
Arcana, History, Investigation, Nature, Religion
Athletics
Animal Handling, Insight, Medicine, Perception, Survival
Overview & Creation
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; Hyrsam, the Prince of Fools; and ancient hags.
Class Features
Expanded Spell List
Benefits of the Fey
Starting at 1st level, your patron refuses to be outdone by any other patron. You have been bestowed the
Guidance cantrip. This cantrip works as a warlock spell for you and does not count against your cantrips known. At Warlock level 1 guidance now has a range of 30 feet. At warlock level 5, you can now bestow guidance on 2 targets. At warlock level 11, your dice now increase to a d6. At warlock level 17, you may now bestow your guidance on as many targets as your charisma modifier +1 and the range increases to 60ft.
Karma
At Level 1, As mischievous as they are, the fey do still admire the do-gooders. When you or an ally benefit from your guidance cantrip, a fey spirit comes to help you out. The fey spirit takes the form that you choose from the provided list. Each creature choice brings something different to the than the others in many ways both in and out of combat. Some things they all have in common are:
- Their health dice increases at certain levels, 2dX at level 1, 4dX at level 6, 6dX at level 10, and 10dX at level 14.
- You get Animal Handling Proficiency when you have a creature.
- It has temporary equal to your Cha mod + Prof mod+ Warlock level.
- They are controlled on your bonus action in initiative order.
- You can choose use your bonus action to give it temporary hitpoints equal to your cha mod worth of d4's and move it half it's movement.
- Outside of combat, you may choose to "heal it's wounds" in which you channel over it for 1 minute and it will replenish it's starting temporary hitpoints.
The Options:
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) 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.
Eldritch Invications
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Pact of the Blade
Level 3
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
With this weapon, you can use your Charisma Modifier for your weapon attack and damage rolls instead of your strength or dexterity modifiers. You also gain Profisciency with Medium armor.
You also gain the Druidic Warrior fighting style.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
ASI or Feat
Levels 4, 8, 12, 16, and 19
You may Choose to put 2 plus 1's each into 2 abilitiy scores, Put both plus 1's in 1 ability score, or Take a feat from the feats list.
The Gift I Give To You
At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to 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.
You may use them for as many times for your proficiency per day. You may get all uses back when you finish a long rest.
Beguiling Defense
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Mystic Arcanum (6th)
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Mystic Arcanum (7th)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Dark Delerium
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, 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 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.
No Refunds on Gifts
At level 14, you get the ability to channel it to regenerate 2 spells. You may also channel to get your 6th level Arcanum slot back. This is a separate channel. Both instances can be used once per long rest. Again, you may only use this to regenerate the spell slots.
Mystic Arcanum (8th)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
Mystic Arcanum (9th)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
You regain all uses of your Mystic Arcanum when you finish a long rest.
Can't Turn Back Now
At level 20 you may channel to regen all 4 spell slots back. You can do this once per long rest. After this, you may still channel to get regen 2 spell slots back. This may happen once per Long rest. You may also regenerate your 6th and 7th arcanum slots. Those are individual channels and come back on a long rest. These all may only be used to regenerate your spell slots and not to add spell slots
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, and two daggers
Spellcasting
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Level | Milestone | Prof. Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Eldritch Invocations Known |
---|
1 | A | 2 | Pact Magic; Expanded Spell List; Benefits of the Fey; Karma; Fey Presence | 2 | 2 | 1 | 1st | 0 |
2 | B | 2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3 | C | 2 | Pact of the Blade | 2 | 4 | 2 | 2nd | 2 |
4 | D | 2 | ASI or Feat | 3 | 5 | 2 | 2nd | 2 |
5 | E | 3 | The Gift I Give To You | 3 | 3 | 2 | 3rd | 3 |
6 | F | 3 | Misty Escape | 3 | 7 | 2 | 3rd | 3 |
7 | G | 3 | - | 3 | 8 | 2 | 4th | 4 |
8 | H | 3 | ASI or Feat | 3 | 9 | 2 | 4th | 4 |
9 | I | 4 | - | 3 | 10 | 2 | 5th | 5 |
10 | J | 4 | Beguiling Defense | 4 | 10 | 2 | 5th | 5 |
11 | K | 4 | Mystic Arcanum (6th) | 4 | 11 | 3 | 5th | 5 |
12 | L | 4 | ASI or Feat | 4 | 11 | 3 | 5th | 6 |
13 | M | 5 | Mystic Arcanum (7th) | 4 | 12 | 3 | 5th | 6 |
14 | N | 5 | No Refunds on Gifts; Dark Delirium | 4 | 12 | 3 | 5th | 6 |
15 | O | 5 | Mystic Arcanum (8th) | 4 | 13 | 3 | 5th | 7 |
16 | P | 5 | ASI or Feat | 4 | 13 | 3 | 5th | 7 |
17 | Q | 6 | Mystic Arcanum (9th) | 4 | 14 | 4 | 5th | 7 |
18 | R | 6 | - | 4 | 14 | 5th | 8 |
19 | S | 6 | ASI or Feat | 4 | 15 | 4 | 5th | 8 |
20 | T | 6 | Can't Turn Back Now | 4 | | 15 | 4 | 5th | 8 |