Domain Spells (The Queens of Faerie)
|1st||gossamer webbing, hives|
|5th||fly, hornet wall|
|7th||conjure woodland beings, freedom of movement|
|9th||kiss of the nereid, tree stride|
Acolyte of the Faerie
You gain proficiency in martial weapons.
Gifts of the Fey
At 1st level, you know the druidcraft, detect charm (BoLS, pg. 43), and vicious mockery cantrips. You may also speak the language of the Seelie and Unseelie courts.
You cannot deliberately speak an untruth. You may mislead, misdirect, or leave open assumptions that may be false, but you may never speak a bare-faced lie.
Charm the Fey
Starting at 2nd level, you can use your Channel Divinity to charm fey creatures.
As an action, you present your holy symbol and invoke the power of the appropriate Queen of Faerie. Each fey creature allied to the Queen you invoke and within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While charmed by you, it is friendly to you and other creatures you designate. If you happen to invoke the Queen to which a fey creature is not allied, Channeling in this way will cause the creature to become immediately hostile to you for 1 minute.
In the Cunaerai, fey creatures tend to hold little grudge against those priests of their Queen who use charms to influence them, so clerics dedicated to the Queens of Faerie little fear when Channelling in this way.
Starting at 6th level, you can cast the friends cantrip at will. Furthermore, you can use one of your Channel Divinities to cast charm person on another humanoid.
At 8th level, you gain the ability to infuse your weapon strikes with beguiling energy. Once on each of your turns when you hit a creature with a weapon attack, that creature cannot make opportunity attacks against you until the start of their next turn. When you reach 14th level, you are also invisible to the creature (as the spell) until the start of your next turn.
At 17th level, you may shape change into a blink dog, pixie, sprite, satyr (with pipes), green hag, or sea hag and back again a number of times per day equal to your Wisdom modifier. You retain your hit points and ability scores but otherwise gain the attendant abilities of the form in question.
Gossamer Webbing (BoLS, pg. 65): Flimsy webbing hampers movement and attacks.
Hives (BoLS, pg. 71): Cause a creature or creatures to break out in hives.
Chanting (BoLS, pg. 29): While you chant, bonus to allies attacks and saving throws while enemies suffer a penalty to both.
Taunt (BoLS, pg. 116): Cause creatures within 30’ to direct their attacks against you.
Hornet Wall (BoLS, pg. 71): Conjure a wall of stinging hornets.
Kiss of the Nereid (BoLS, pg. 79): Summon a watery form that kisses, then drowns a target.