--- source: Players Guide 2 --- Your patron is an immortal fey, one whose existence predates the advent of mortals. The patron’s intentions remain unknown to you, or it might deceive you about them, but typically, its motives revolve around ancient grudges against other powerful and long-lived beings or serve as a steppingstone to greater power or to an upheaval in fey hierarchy. | Fey Noble Progression | | | --------------------- | ----------------------------------- | | Warlock Level | Features | | 3rd | Fey Noble Pact Spells, Fey Presence | | 7th | Death Ruse | | 11th | Emotional Redirection | | 15th | Induce Fugue State | ## Fey Noble Pact Spells  3rd-Level Fey Noble Feature  You gain pact spells at the warlock levels listed in the Fey Noble Pact Spells table. See the Warlock Subclass class feature in the Player’s Guide for how these spells work. | Fey Noble Pact Spells | | | --------------------- | ---------------------------------- | | Warlock Level | Spells | | 3rd | faerie fire, hideous laughter | | 5th | hold, suggestion | | 9th | blink, hypnotic pattern | | 13th | confusion, conjure woodland beings | | 17th | mislead, modify memory | ## Fey Presence  3rd-Level Fey Noble Feature  Your patron’s power inures you to fey trickery and allows you to use some of it yourself. You are resistant to the charmed and unconscious conditions, and you have advantage on ability checks and saves to discern the truth of an illusion. In addition, as an action, you can take on a charming or frightening visage. Each creature within 10 feet of you must succeed on a **WIS** save against your spell save **DC** or be charmed or frightened (depending on the visage you chose) until the end of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. ## Death Ruse  7th-Level Fey Noble Feature  As a reaction when you take damage, you can fall prone and appear to have been reduced to 0 HP. Make a CHA (Deception) check. This becomes the **DC** for creatures making **WIS** (Insight or Medicine) checks to determine if you’re actually dead. If you attack a creature that hasn’t successfully determined that you aren’t dead or unconscious, you have advantage on your attack roll, and if you target such a creature with a spell, it has disadvantage on the save. Once you have gained this benefit against a creature or once a creature has seen through your ruse, that creature can’t be affected by this feature again for 1 hour. ## Emotional Redirection  11th-Level Fey Noble Feature  The emotional frivolity of the fey has steeled you against attempts at manipulating your emotions and made you better at influencing the emotions of others. You are immune to the charmed and frightened conditions, and you can use your Fey Presence feature a number of times equal to your **PB**, regaining all expended uses when you finish a short or long rest.  In addition, as a reaction when another creature attempts to cause you to become charmed or frightened, you can turn the effect back on that creature. The creature must succeed on a **WIS** save against your spell save **DC** or be charmed or frightened, as appropriate, by you for 1 minute. A charmed creature can repeat the save each time it takes damage, ending the effect on itself on a success. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. ## Induce Fugue State  15th-Level Fey Noble Feature  As an action, you can create an illusory scenario that draws creatures into it. Choose a number of targets equal to your **PB** within 60 feet of you that you can see. Each target must make a **WIS** save against your spell save **DC**. On a failure, the target is incapacitated and lost in the scenario for 1 minute, where it can perceive only the illusion, itself, and you, and it is charmed or frightened by you (your choice) for the duration. The illusory scenario takes place in the creature’s mind, and any actions it takes are also illusory and in its mind. To outside observers, the creature appears to be standing in place, staring at something only it can see, as if daydreaming. This effect ends early for a target if it takes damage. When the effect ends for a creature, the creature remembers nothing of its experiences with the illusion. Once you use this feature, you can’t use it again until you finish a long rest.