This subclass has received significant changes
You learn the following spells when you acquire spell slots of a matching level. The additional spells don't count against the number of spells you know.
1st - Faerie Fire, Sleep
2nd - Calm Emotions, Phantasmal Force
3rd - Blink, Plant Growth
4th - Dominate Beast, Greater Invisibility
5th - Dominate Person, Seeming
Starting at 1st level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the end of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Beginning at 6th 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 charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Starting at 10th level, you can plunge a creature into an illusory realm. As Bonus Action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). Every time the creature takes damage it may repeat this save. If a creature succeeds on this save they are immune to this effect for 24 hours.
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.
When you reach level 14 you exude a 30ft aura of powerful emotions while conscious. Chose Frightened or Charmed, each creature of your choice that starts its turn within the Aura must make a Wisdom saving throw against your warlock spell save DC or suffer the chosen condition. You can swap which condition you choose for your aura to inflict as a bonus action.