3: Faeric Magic, Channel Divinity, Blessing of the Sylph
7: Liminal Combat Tactics
15: Flickering Footwork
20: Planar Bulwark
Make Your Own Rules. Know your values and pursue them radically. Whether you adore kindness, cruelty, physical beauty, fine dining, or even a lucky number—whatever you value most, bind yourself to the purpose of your heart and it shall make you joyful and strong.
Play Favorites. Whoever lives out your values, support them in whatever way you can. Kindred spirits make jovial companions.
Play to Win. Life is a great game, with complex rules to which we all are beholden. Master the rules, exploit the ignorance of your foes, and drive them into ruin.
Add the chaos and teleportation schools of magic to your list of oathbound spells
You gain two ranks in the arcana skill, and an expertise dice when dealing with arcana skill checks involving fey. You also learn Minor Illusion as a cantrip.
At 3rd level when you choose this archetype, you gain the following two Channel Divinity options.
Compel Lesser Fey. As an action, you can invoke ancient faerie law and demand temporary fealty. One creature with the fey type that you can see within 30 feet must make a Courage saving throw . On a failure, the creature must obey your commands for the next 24 hours or until you use Compel Lesser Fey again. Creatures who outrank you in the court you are affiliated with gain advantage on this saving throw. Creatures with a CR equal to or greater than your Oathbound level are immune to this effect.
Liminal Flicker. When a creature attacks you and misses, you can use your Channel Divinity as a reaction to teleport up to 30 feet to an unoccupied space you can see. Additionally, you gain an expertise dice to your AC until the end of your next turn.
At 7th level, you learn the special combat tactics of the fey. Whenever you spend exertion on your turn to use a combat maneuver, you can teleport a distance equal to 5 feet × the exertion spent to an unoccupied square you can see before or after the maneuver resolves.
Beginning at 15th level, when you successfully deal damage to a creature with a Divine Smite, you can force the target to make a Composure saving throw against your Oathbound spell DC . On a failure, you teleport it to an unoccupied space you can see within 30 feet of its original position.
At 20th level, you take your paradoxical planar teleportation combat tactics to its inevitable conclusion. At your option, creatures you target with your Divine Smite are subject to a banishment effect, using your spell save DC.
You are also awarded a legendary stronghold located in the Dreaming, along with its associated lands and titles. Work with your Narrator on the details, quirks, and features of this new holding.