Cleric
Base Class: Cleric

Gods of love can be as varied as love itself, whether gentle and passionate like Sehanine, jealous and possessive like Aphrodite, protective and nurturing like Bastet or even merely diplomatic and bureaucratic like Hera. These gods rule over platonic, filial and romantic love alike, over marriages and familiar customs, some even over compassion and mercy, over reconciliation.

These clerics have an affinity for the heart, often acting as matchmakers, dishing weakening and manipulative curses akin to the wrath of a scorned lover, but also empowering and compassionate blessings akin to the comfort of returning to a loved one. Priests of love are known for adorning their weapons and armor with memoirs and trinkets of family, friends and affairs of the heart, but most of all, for simply wearing their heart on their sleeve.

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.

Cleric Level

Spells

1st

bless, hideous laughter

3rd

calm emotions, warding bond

5th

hypnotic pattern, sending

7th

dimension door, guardian of faith

9th

dream, greater restoration

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Love

Also starting at 1st level, your deity has granted you the tools to spread more love in the world. You have advantage on Wisdom (Insight) checks made to ascertain a creature’s true affections, as well as on Charisma checks made to help creatures realize their true emotional state and feelings.

Channel Divinity: Lost in Yearning

Starting at 2nd level, as an action, you can force a creature you can see within 60 feet of you to make a Charisma saving throw or be lost in the memory of a loved one or partner, expending your Channel Divinity. The creature must be capable of feeling love, otherwise this feature fails. On a failed save, for the next minute, the creature is partly lost in thought, as your deity’s power enfeebles them. Whenever the creature deals damage with its action or with its reaction, each instance of damage is reduced by an amount equal to your cleric level divided by how many instances of damage the creature made on that action or reaction (rounded down). 

For example, if they deal damage to one creature, such as through a single weapon attack, the damage that creature takes is reduced by your cleric level. If they deal damage to two creatures, such as through multiattack, the damage each creature takes is reduced by your cleric level divided in two. If they deal damage to three creatures, such as through a Scorching Ray spell, the damage each creature takes is reduced by your cleric level divided in three. And so on.

Blessings of the Heart

At 6th level, once per short or long rest, you can touch a creature with your bonus action and grant it a blessing from your deity. For the next hour, they gain the following benefits:

  • Their hit point maximum and current hit points increase by an amount equal to two times your cleric level.
  • Rolling a 1 on the d20 counts as a 2 instead. Furthermore, once for the duration, the creature can use their reaction and reroll a 2 on the d20 before advantage or disadvantage, and before the result applies.
  • They have advantage on saving throws against being charmed or frightened, as well as on saves against effects that would control their mind or actions, such as the Command or Suggestion spells. If the creature is under one of these effects when the blessing is granted, they can immediately make a save to try and break out of the effect.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine heartache. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Icon of Romanticism

By the time you’ve reached 17th level, once per long rest at the beginning of your turn, you can become an icon of the heart and love, romantic, platonic and filial alike (no action required). For the next hour, you gain the following benefits:

  • You have advantage on all saving throws.
  • At the beginning of each of your turns, you gain temporary hit points equal to two times your cleric level + your Wisdom modifier. 
  • You cannot be charmed or frightened, or have your actions or mind otherwise controlled by effects such as the Command or Suggestion spells. if you are under any of these effects, they are suppressed for the duration.
  • You emanate an aura of awe inspiring elegance and beauty. Whenever a hostile creature starts its turn within 10 feet of you, they must succeed on a Wisdom saving throw against your spell save DC or become captivated by you until the end of your next turn. A captivated creature has their movement speed halved, disadvantage on Wisdom(Insight) and Wisdom(Perception) checks, and has disadvantage on attack rolls while the source of their captivation is within line of sight, as your form shifts to that of something or someone they love.  The creature must be capable of feeling love, otherwise the saving throw automatically succeeds. 

Creator’s Note: Captivated is NOT the charmed condition. It has nothing to do with Charisma checks, it doesn’t grant any bonuses to Charisma checks. Don’t be weird, being captivated cannot force you or convince you in any way to do anything or feel anything that the character does not already feel, anything that they don’t consent to. Don’t be awful.

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