Your patron is a lord or lady of the [[Creature Type#Fey|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.
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### 1st Level
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##### Archfey Spell List
You gain additional spells at the Warlock levels listed. They do not count against the number of spells you know.
| Warlock Level | Archfey Spells |
| :-----------: | -------------------------------------------------------------------------------------------------------------------------- |
| 1 | [[Primal Spells#Faerie Fire\|faerie fire]], [[Occult Spells#Sleep\|sleep]] |
| 3 | [[Occult Spells#Calm Emotions\|calm emotions]], [[Occult Spells#Phantasmal Force\|phantasmal force]] |
| 5 | [[Arcane Spells#Blink\|blink]], [[Primal Spells#Plant Growth\|plant growth]] |
| 7 | [[Primal Spells#Dominate Beast\|dominate beast]], [[Arcane Spells#Greater Invisibility\|greater invisibility]] |
| 9 | [[Occult Spells#Dominate Person\|dominate person]], [[Occult Spells#Seeming\|seeming]] |
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###### Bonus Cantrips
>In addition to your expanded spell list, you learn the [[Primal Spells#Druidcraft|druidcraft]] and [[Damage and Healing#Resistance|resistance]] cantrips. They count as occult cantrips for you, but they don’t count against your number of cantrips known.
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##### Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the [[Creature Type#Fey|fey]]. As an bonus action, you can cause each creature in a 30-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 [[Conditions#Charmed|charmed]] or [[Conditions#Frightened|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 [[Survival Needs#Rest|rest]].
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### 6th Level
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##### 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 [[Conditions#Invisible|invisible]] and teleport up to 60 feet to an unoccupied space you can see. You remain [[Conditions#Invisible|invisible]] until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a [[Survival Needs#Rest|rest]].
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### 10th Level
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##### Beguiling Defences
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are [[Damage and Healing#Immunity|immune]] to being [[Conditions#Charmed|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 [[Conditions#Charmed|charmed]] by you for 1 minute or until the creature takes any damage.
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### 14th Level
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##### Dark Delirium
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 [[Conditions#Charmed|charmed]] or [[Conditions#Frightened|frightened]] by you (your choice) for 1 minute or until your [[Abilities & Skills#Concentration|concentration]] is broken. 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 [[Survival Needs#Rest|rest]] before you can use this feature again.