Base Class: Cleric
The Love Domain is a divine path that connects the Cleric to the deep, transformative power of compassion, empathy, and the purity of the heart. It reflects an ideology centered around healing, understanding, and the inherent goodness within all people. It is a path devoted to nurturing love and kindness, guiding others to rediscover the beauty within themselves and in others, while helping those who have been lost in darkness or pain to find their way back into the light.
Clerics of the Love Domain use their divine gifts to touch the hearts of others, breaking down barriers and building bridges between souls. They are not just healers of wounds, but of hearts and spirits, using their connection to love to soothe pain, offer second chances, and inspire the innate beauty that lies within every living being. This domain is for those who seek to heal the broken-hearted, show compassion to the cruel, and spread the light of love wherever it is needed.
Level 3: Aura of Serenity
You gain proficiency in the Persuasion and Insight skill.
When a creature you can see within 30 feet of you makes a saving throw to resist the Charmed condition, you can use your reaction to grant that creature Advantage on the saving throw.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
Level 3: Love Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Love Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Disguise Self, Charm Person, Alter Self, Suggestion |
| 5 | Haste, Revivify |
| 7 | Otiluke's Resilient Sphere, Charm Monster |
| 9 | Dream, Modify Memory |
Level 3: Charmcraft
You’ve mastered divine magic, using your connection to love and compassion to influence others. When you cast a spell, you can expend Channel Divinity to enhance its effect. You learn 2 Charmcraft option. As long as you have enough Channel Divinity uses, you can apply as many Charmcraft options to a single spell as you wish.
- Distant Divinity. Spend 1 Channel Divinity to double the range of a spell with at least 5 feet range, or extend a Touch-range spell to 30 feet.
- Heightened Divinity. Spend 1 Channel Divinity to give one target of an enchantment spell that forces a saving throw Disadvantage on their save.
Level 6: Improved Charmcraft
Your mastery over magic deepens, granting you access to new Charmcraft options. You learn 2 additional Charmcraft options, expanding your ability to enhance your spells with even greater finesse.
- Subtle Divinity. Spend 1 Channel Divinity to cast an enchantment spell without any Verbal, Somatic, or non-costly Material components.
- Twinned Divinity. Spend 1 Channel Divinity to cast a spell as if using a slot 1 level higher. Spend 1 more for each additional level, up to your highest available slot.
Level 17: Bond of Resolve
As a Magic action, you can choose a number of creatures equal to your Wisdom modifier (minimum of one) that you can see within 30 feet of you. For the next 8 hours, each chosen creature can turn one failed saving throw using Wisdom, Intelligence, or Charisma into a success instead.
A creature can use this benefit once during the duration. You can use this feature once per long rest.
Previous Versions
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5/28/2025 3:33:14 PM
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Coming Soon
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