Level 1: Fey Guile, Fey Spells
Level 6: Delusion, Fey Courtier
Level 10: Escape Artist, Invitation to the Feywild
Level 14: Joys of the Feywild
Level 20: Habits of Delirium, Hostage in the Feywild
Starting at 1st level, when a charm you have cast comes to an end, your targets are never aware you charmed them whatever the description of the spell says, like the Friends cantrip or Charm Person spell, they aren't even aware you tried to charm them on a failure.
Starting at 1st level, your Expanded Spell List also include all the spells from the Illusion domain, except for Creation and Simulacrum.
Starting at 6th level, you can push a creature closer to the Feywild to have your patron enjoy some of its thoughts. The creature must be a living one (not a Construct or Undead), of a Medium size or larger and be within a number of feet from you equal to 10 times your proficiency bonus, and you must be able to see it.
As a reaction, you can force such a creature to make a Constitution saving throw. On a failure, the creature has disadvantage to its next saving throw when trying to resist being charmed by you, and gaining you 1 devotion point.
You can give disadvantage using this feature a number of time equal to your proficiency bonus.
Starting at 6th level, you can use your Fey Presence feature a number of time equal to your proficiency bonus. When you finish a short rest, you regain all expended uses. Also, when you use your Fey Presence feature, gaining you 1 devotion point.
Starting at 10th level, you can use your Misty Escape feature a number of time equal to half your proficiency bonus rounded down. When you finish a short rest, you regain all expended uses.
Starting at 10th level, as an action, you banish a creature to your patron's court in the Feywild for 1 minute, if it fails a Charisma saving throw. Then the target returns to the space it previously occupied, or the nearest unoccupied space. If the creature is a fey, it will not return. Otherwise, when it returns, it will be under the influence of a Faerie Fire spell for a number of hours equal to your Warlock level.
If the creature failed its saving throw, you gain a number of devotion points equal to its Charisma saving throw modifier, minimum of 0.
You can use this feature once, then you need to finish a short rest before you can use it again, unless you spend 3 devotion points to use this feature, in which case you do not gain devotion points for using this feature, but the creature has disadvantage on its saving throw.
Starting at 14th level, as an action, you manifest part of the Feywild in an area around you that has a radius in feet equal to 10 times your proficiency bonus. Every creature that isn't an ally, a construct, a fey, a fiend or an undead within the area must make a Charisma saving throw or be charmed by you for 1 minute. While charmed in this way, a creature is joyful and incapacitated.
The Feywild dissipate after your action ends, but clings to the affected creatures. The moment a charmed creature is dealt damage or has to make a saving throw, it is no longer charmed.
When a creature succeeds its saving throw, it is immune to your use of this feature for 24 hours.
You gain a number of devotion points equal to the creature with the highest Charisma modifier who failed the saving throw or the number of creatures who have failed the saving throw, whichever is smallest, minimum of 0.
You can use this feature once, then you need to finish a short rest before you can use it again, unless you spend 4 devotion points to use this feature, in which case you do not gain devotion points for using this feature.
Starting at 20th level, you can use your Dark Delirium feature a number of time equal to half your proficiency bonus rounded down. More over, if the creature failed its saving throw, you gain a number of devotion points equal to its Charisma modifier, minimum of 0.
When you finish a short rest, you regain all expended uses of your Dark Delirium feature, unless you spend 4 devotion points to use it again, in which case you do not gain devotion points for using it, but the creature has disadvantage on its saving throw.
Starting at 20th level, as an action, you permanently banish a creature to your patron's court in the Feywild if it fails a Charisma saving throw.
If the creature failed its saving throw, you gain a number of devotion points equal to half its Challenge Rating rounded down.
You can use this feature once, then you need to finish a long rest before you can use it again, unless you spend 10 devotion points to use this feature, in which case you do not gain devotion points for using this feature, but the creature has disadvantage on its saving throw.