Fey Domain

Gods of the fey are hard to find, especially when one excludes Archfey worshipped as gods. Nevertheless, there are a few deities who incorporate fey beings into their port-folios. Clerics of the Fey Domain specialize in both working their sylvan charms to befuddle their foes and summoning fey minions to aid them in combat.

Fey Deities and Entities
Deity or Entity Pantheon or World
Auril Forgotten Realms
Corellon Larethian Elf, Nentir Vale, Exandria
Erevan Ilesere Elf
Frey Norse
Fionnghuala Swanmay
Lurue Forgotten Realms (Unicorn)
Nathair Sgiathach Draconic
Pan Greek
Mat’Selesnya Ravnica
The Traveler (Artagan) Exandria (Lesser Idols)
Fey Domain Spells
Cleric Level Spells
1st charm person, faerie fire
3rd misty step, Nathair’s mischief
5th fast friends, summon fey
7th charm monster, conjure woodland beings
9th mislead, seeming
11th conjure fey

Bonus Proficiency

Beginning at 1st level when you choose this domain, you gain proficiency in your choice of the Deception, Nature, or Persuasion skill.

Fey Double-Cross

Also at 1st level, you can delude and hoodwink those under your spell. As an action, you can end the charmed condition on one creature that is charmed by you, causing it to take psychic damage equal to your proficiency bonus and be stunned for 1d4 rounds. A creature stunned for more than 1 round can make a Wisdom saving throw against your spell save DC at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

The Fairy Girls Make the Carpet

Cecile Walton, Pubclic Domain

Channel Divinity: Sidhe Wiles

Starting at 2nd level, you can use your Channel Divinity to charm creatures. As an action, choose a number of creatures up to 1 + your Wisdom modifier (minumum of 1) that you can see within 30 feet of you. Each creature must make a Wisdom saving throw against your cleric spell save DC or be charmed by you for 1 minute or until you or your allies attack or damage it. A creature makes another Wisdom saving throw at the end of each of its turns, ending the charmed condition on itself on a success.

Fey Hierophant

Starting at 6th level, you can add your Wisdom modifier to any Charisma (Deception) or Charisma (Persuasion) check you make, as well as to any Charisma check where no skills are applicable.

Additionally, the attacks of any fey summoned or created by spells you cast count as magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Fey Lord

Starting at 17th level, any creature conjured or summoned by a cleric spell you cast has its maximum possible number of hit points for its Hit Dice. If a summoned creature lacks Hit Dice, it instead gains 20 temporary hit points when summoned.

Additionally, creatures immune to the charmed condition are susceptible to your Sidhe Wiles feature, but make their saving throws with advantage.

Fairy Girls

Fey Domain is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.