Your patron is a powerful entity known as an Eldest, a lord of the fey, and a creature of legend who holds secrets that were forgotten before the mortal races were born. His motivations are often inscrutable, and might involve striving for greater magical power, the settling of age-old grudges, or putting plans in motion that you will take hundreds of years to unfold.
Expanded Spell List: An Eldest Patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
0lvl: Haunted Fey Aspect;
1st: Blend, Vanish;
2nd: Calm Emotions, Blur;
3rd: Blink, Ward of the Season;
4th: Charm Person Mass, Daze Mass;
5th: Entice Fey Lesser, Seeming
6th: Entice Fey, Cloak of Dreams;
Pact Magic: Your Patron grants you low-light vision and whenever you receive magical healing, you heal an additional 1 points per die rolled. You gain a +1 bonus on all saving throws against death effects. Unfortunately, you also suffer +2 points of damage from cold iron weapons and cannot wield cold iron weapons or armor without significant discomfort.
Dazing Touch(Sp): Starting at 1st level, your patron bestows upon you the ability to cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your Warlock level are unaffected. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Windy Escape(Sp): Starting at 6th level, you can respond to an attack by vanishing in a puff of mist, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack. You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when used. In addition you can teleport up to 60 ft to an unoccupied space you can see and remain invisible until the start of your next turn or until you attack or cast a spell. You can use this ability once per day, and one additional time per day for every 3 levels of warlock after 6th.
Beguiling Defenses(Sp): Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to use an enchantment spell on you, you can use an attack of opportunity to attempt to turn the enchantment back on that creature. The creature must succeed on a Wisdom saving throw DC of 10 + your Warlock lvl + the spell level or the spell effects them. If they save you are still the target of the spell. You must be able to cast spells of the level being cast by the attacker, the spell can only be redirected at the original caster, and the effect and duration of the spell is determined by your CL. You can use this ability once per day, and one additional time per day for every 3 levels of warlock after 10th.
Fey Delirium(Sp): Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against DC 10 + your warlock lvl + you Charisma Modifier. On a failed save, it is charmed or frightened by you (your choice) for 1 minute. This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You can use this ability once per day, and one additional time per day for every 3 levels of warlock after 14th.