Cleric
Base Class: Cleric

Associated Deities:  Lurue, Mielikki, Nobanion, Queen Mab, Queen Titania, Rillifane Rallathil, Valarian.

Part religion, part ritual, and all mystery, the fey domain represents an ancient practice that came about in an age before both arcane and divine magic was studied, institutionalized, and etched in writing, when monstrous titans ruled over creation and the secret of making fire was yet undiscovered.  In this chaotic dark age, the gods had little influence on the world.  Instead of seeking their aid, the primitive peoples called out to the wilds forces for protection and power, and a voice from the distant shores of the First World, or the Feywild as it is more commonly known today, answered.

Since those hoary times, followers of the Wyrd and the Wyld have found like-minded deities willing to share a fraction of their power with them in exchange for their worship.  They still perform rituals and have beliefs that are oft-times alien to more traditional clerics, but the source of their power is every bit as divine as theirs.

Level 3: Touch of the Feywild

When you choose this domain at 1st level, you gain expertise with the Animal Handling and Nature skills.  You also learn the Shillelagh and Vicious Mockery cantrip.  For you, this cantrip counts as a cleric cantrip, and you may make these skill checks using your Wisdom ability instead of their normal ability.

Level 3: Feylost Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Prepared Spells
3 Druidcraft, Animal Friendship, Goodberry, Pass Without Trace, Speak With Animals
5 Conjure Animals, Speak With Plants
7 Conjure Woodland Beings, Hallucinatory Terrain
9 Modify Memory, Tree Stride

Balm of the Summer Court

Your healing spells are infused with fey energy, allowing you to add 2d6 to any spells you cast that heal a random amount of damage.

Level 3: Channel Divinity: Escape the Gloaming Court

When you take damage, you can use your reaction and one use of Channel Divinity 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.

Level 6: Wyld Shape

Beginning at 6th level, you can use your bonus action to magically assume the shape of a beast that you have seen before.  You can use this feature twice.  You regain expended uses when you finish a short or long rest.

You can only assume the shape of small or smaller beast with a CR no higher than 1/8, but with no restriction based on the beast having a flying or swimming speed.  The chosen form must be native to the environment you're in; for example, you could turn into a jackal or scorpion if you were in the desert, but not a crab or octopus.  You can stay in your wyld shape for a number of hours equal to half your cleric level (rounded down).  You then revert to your normal form unless you expend another use of this feature.  You can revert to your normal form earlier by using a bonus action on your turn.  You automatically revert if you fall unconscious, drop to 0 hit points, or die.  This feature otherwise follows all the same rules as a druid using wild shape.

Level 17: Foresight

You can cast Foresight once per long rest without expending a spell slot.

Feylost Domain Image

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