Best Feats for Archfey Warlock 5e
by Prince Phantom
A patron of tricks and charms, the Archfey adds a pinch of mischief to your Warlock and provides a reprieve from all the edge normally associated with the class. Sadly, what you gain in levity, you also lose in power.
This subclass’ abilities and expanded spells are good, but not great, and provide very little synergies to build around. This means our feat selection is going to look pretty generic, but there are a few tricks we can pull. We also aren’t being pulled towards any invocations that we wouldn’t normally want, so we can probably take Eldritch Mind in place of War Caster.
Best Feats for Archfey Warlock 5e
Moderately Armored (ASAP): Every Warlock subclass not named Hexblade should be taking this feat (assuming you aren’t multiclassing with a class that already grants these proficiencies). The increase in potential AC from 14 to 19 is staggering, and we have no problem holding a shield. Take this as early as you can, preferably at level 1. It makes surviving those deadly early levels much easier.
Telekinetic (Lv 4): We don’t have any bonus actions granted by this subclass, so a 5ft push will fill that hole nicely. We can even use it to make sure more enemies are in the zone of our Fey Presence ability, and of course there are the obvious uses of helping our allies escape grapples and push our enemies into our or our friend’s areas of effect.
Alert (Lv 4): We get Hypnotic Pattern next level, and starting a fight by neutralizing half of the enemy team to be dealt with one at a time later is so encounter breaking that your DM will start exclusively using monsters immune to charm. That’s when the arms race begins and we switch to Fear. This process then continues for 15 more levels. Control spells are just the best! Oh yeah the other aspects of this feat are nice too but we’re here for the initiative bonus.
Fey Touched (Lv 8): Besides being literally the most obvious pick flavor-wise we could possibly make (we are already literally touched by fey), this is also a great choice mechanically for us. The extra castings of spells that we probably don’t want to spend our pact slots on works very well to improve our toolbox of abilities. Oh and we’re obviously taking Silvery Barbs.
Resilient (Lv 8): If you took one level of Sorcerer to start and got Constitution save proficiency, I’d actually skip taking this for Wisdom. We get charm immunity at level 10, and the majority of Wisdom saves that monsters throw are charm effects. I’d say it’s at least 50%, so if you’re comfortable with that number, skip this and grab something else. For the straight classed players though, take this for Con saves as normal.
Inspiring Leader (Lv 8): We’ve got the Charisma to make the best use of this possible, so if your party doesn’t have a source of temporary hp for everyone, take this and increase the durability of your party by quite a large margin.
Tough/Lucky (Lv 12): Either of these are great for boosting our durability, Lucky for crits and saves and Tough for more max hp. Take whichever one you feel will benefit your character more based on what your DM likes to throw at you.
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