Once the trial is over, players who choose The Seven-cursed Queen as their patron are free to pick features from any of the archetypes presented in this document when they reach 1st, 6th, 10th and 14th level. For each of these levels, they can choose only one feature.

Their expanded spell list is determined by the 1st level feature they picked.

However, the Seven-cursed Queen is obliged to hate one thing above anything else: disloyalty to her. Upon DM's discretion, if your warlock level is not equal to your character level, or if you choose features of more than one of these items, the queen will make you suffer, extending her curses over you. Below is a list of her cursed items along with curses they bear. If an item's curse is broken, its features can't be used again until your warlock begs the queen for forgiveness of his disloyal act during their long rest.

Different Queens

In order to make every possible Seven-cursed queen feel different, her warlocks gain one of the following features at level 1, depending on which of the queens has won. Blanq is not included, because if Blanq wins, there will be no seven-cursed queen to make pacts with.

Arcadia. You can conjure ashes from your hands (no action required). Using your bonus action or action, you take control of any ashes within 30 feet of you, causing them to move up to 30 feet, or to form them into simple vague shapes and animate them at your direction. These ashes can't take up more than a 5-foot cube and are a harmless effect.

Fiera. If you spend at least 1 minute interacting with another creature outside combat, you can attempt to learn if there's someone that person is thinking about constantly, either out of love or hatred. The target must make a Wisdom saving throw. On a failed save, you learn that person's name. On a successful save the target is immune to this effect for 24 hours.

Lin. You can choose to have flowers grow out of your footsteps (no action required).

Sable. Using your action, you can manipulate the blood as per the shape water cantrip.

Sheridan. By touching a barrier such as a wall of stone no thicker than 1 foot, wall of dirt or wood no thicker than 3 feet, or a wall of common metal no thicker than 1 inch, you can see and hear whatever is on the other side as if the barrier wasn't there.

Valdas. You can use your bonus action or action to change how your reflection looks, as per the disguise self spell.