Base Class: Cleric
Love is one of the most stupidly enduring things in the universe. Most scholars agree that evolution should have chucked it out the window aeons ago as a failed experiment, given its ability, above all other things, to cause grief, hardship and destructive impulses. Yet still it continues, as do the gods who oversee it, because nobody listens to scholars.
Clerics of the Love Domain follow gods whose goal it is to enshrine, protect and evangelise love, in any of its varieties. Love might be passionate, calm, free, rule-bound, platonic, romantic or sexual - but the vast majority of Love Clerics accept the importance even of love that is opposite to their beliefs, forming a tight-knit community between gods of love that has endured, like the emotion, for a very long while.
Domain Spells
You gain domain spells at the cleric levels listed in the Love Domain Spells table. See the Divine Domain class feature for how domain spells work.
Love Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bless, sanctuary |
| 3rd | warding bond, zone of truth |
| 5th | tongues, remove curse |
| 7th | death ward, private sanctum |
| 9th | greater restoration, dream |
Alluring Defence
Starting at 1st level, your presence emanates a distracting aura. While you are wearing no armor and not using a shield, your AC is calculated as 10 + your Dexterity modifier + your Charisma modifier.
Channel Divinity: Freedom of Heart
Starting at 2nd level, you can use your Channel Divinity to end conditions on your allies.
As a bonus action, you present your holy symbol and choose up to six allies within 30 feet of you (which may include yourself,) and end the charmed, frightened, and paralyzed conditions on them.
Peacemaker's Balm
At 6th level, you gain the ability to subdue foes more effectively, rather than just killing them.
When you cast a Cleric spell of 1st level or higher that targets one or more creatures, you may force one of the targets to make a Wisdom saving throw, or fall unconscious. The save's DC is calculated as 5 + the spell's level + your Wisdom modifier. You may use this feature a number of times equal to your Wisdom modifier, and regain all spent uses on a short or long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Peacemaker's Edict
At 17th level, you gain the ability to negate death within your reach.
As a reaction when another creature within 60 feet of you that you can see would die, you can cause them to drop to 1 hit point if they had 2 or more hit points remaining, or to 0 but stable if they had fewer, instead. You can use this feature once per long rest, and can spend either a use of your Channel Divinity or a spell slot of 5th level or higher as an action to regain use of it before then.
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