Archfey Patron

Your pact draws on the power of the Feywild, the mysterious realm of the Fey. When you choose this subclass, you might make a deal with a single mighty archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; Oberon, the Green Lord; Hyrsam, the Prince of Fools; or an ancient hag. Or you might call on a wide spectrum of Fey, forging a complex web of favors and debts. Your patron’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.

Expanded Spell List

At 3rd level, you gain the following spells. They do not count against your spells known, and count as warlock spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.

1st Level: Faerie Fire, Sleep

2nd Level: Calm Emotions, Phantasmal Force

3rd Level: Blink, Plant Growth

4th Level: Dominate Beast, Greater Invisibility

5th Level: Dominate Person, Seeming

Step of the Fey

At 3rd level, your patron bestows upon you the ability to move between the boundaries of the planes. You know the Misty Step spell (which doesn't count against your spells known), and can cast it a number of times without expending a spell slot equal to your charisma modifier, and regain all expended uses on a long rest, or when you use your Magical Cunning feature. In addition, whenever you cast the spell, you can choose one of the following effects:

Refreshing Step. Immediately after you teleport, one creature you can see within 10 feet of you gain 1d10 temporary hit points.

Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls against creatures other than you until the start of your next turn.

Misty Escape

At 6th level, you can vanish in a puff of mist in response to harm. You can now cast Misty Step as a reaction in response to taking damage. In addition, the following effect is now among your Step of the Fey options:

Disappearing Step. You are invisible until the start of your next turn, or until immediately after you make an attack roll or cast a spell.

Dreadful Step. Creatures within 5 feet of the space you left or the space you appear (your choice) must succeed on a wisdom saving throw against your spell save DC or take 2d10 psychic damage and be frightened of you until the end of their next turn. On a successful save, they take half damage and are not frightened.

Beguiling Defenses

At 10th level, your patron teaches you how to guard your mind and body. You are immune to the charmed condition. In addition, immediately after a creature you can see hits you with an attack roll, you can use your reaction to reduce the damage taken by half, and you force the attacker to make a wisdom saving throw against your spell save DC. On a failed save, the attacker takes psychic damage equal to the damage you take.

Once you use this feature, you cannot do so again until you finish a long rest. Whenever you expend a spell slot, this feature is also replenished.

Bewitching Magic

At 14th level, your patron bestowns on you the ability to weave your magic with teleportation magic. Immediately after casting a spell using an action and a spell slot, you can misty step as part of the same action and without expending a spell slot.