Base Class: Cleric
As a Cleric of the Seelie Domain, you likely worship Queen Titania and the other Archfey in the Summer Court such as Oberon. You enjoy all of the wild aspects of the Feywild, which is what led you to worshipping the Archfey. In the Material Plane, you spread trickery as well as delight to seed happiness into the lives of those that perhaps have never known it.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with pan flutes, disguise kits, and forgery kits.
Seelie Domain Spells
1st level - Faerie fire, sleep.
3rd level - Gift of gab, healing spirit.
5th level - Conjure animals, daylight.
7th level - Hallucinatory terrain, polymorph.
9th level - Mislead, modify memory.
Summer's Boon
Also starting at 1st level, your connection to the Summer Court has granted you minor magical abilities. Your skin glows in the dark, providing bright light for 15 feet and dim light for another 15. You can use a bonus action to negate this effect. While this effect is active, you have resistance to radiant damage.
Channel Divinity: The Grand Jest
Starting at 2nd level, you can use your Channel Divinity to transform you and the allies within 30 feet of you into hilarious, versions of themselves using illusions. These visages are comically exaggerated, and any hostile creatures that see these forms must make a Charisma saving throw to not laugh hysterically at you and your allies. If the saving throw fails, they have disadvantage on all attack rolls against you and affected allies, as well as disadvantage on any concentration checks. This effect lasts for 1 minute.
Prankster
Beginning at 6th level, you can use your action to change an object of the Small or Tiny size category as if under the effects of polymorph. The CR of the creatures the objects turn into can be no higher than 1, and they must be the same size category of the item that was morphed. These creatures are under the control of the DM, and usually too confused to fight. They change back into whatever item they were before after a number of rounds equal to your Wisdom modifier. If you are trying to use this ability on an item being held by a creature, both parties must make a contested Wisdom check. If you roll higher than the targeted creature, the effect goes through. This ability can not be used on magic items. After being used, this ability does not come back until after a short or long rest.
Potent Spellcasting
At 8th level, you gain the ability to infuse your cantrips with divine energy. You add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Expert Trickster
At 17th level, you gain complete control over your deceptions. Whenever you cast an illusion or enchantment spell that requires a saving throw or, in the case of an illusion, an ability check to discover/overcome, a creature with a CR equal to your level or lower automatically fails. This can be overcome with Legendary Resistance.
Previous Versions
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10/10/2020 2:45:17 PM
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