Cleric
Base Class: Cleric

There are as many kinds of love as there are people to be loved, and clerics of the Love Domain use those many-colored threads to weave people together.

Gods of the Love Domain are most often associated with romantic love, but its wide branches also embrace the love of family, friends, pets, and self. Clerics of this domain deliver the lonely from isolation, and restore courage to the heartbroken.

Level 3: Lovely Emissary

You are incredibly easy to love. If a creature is not Hostile to you, then it is Friendly, and you have Advantage on all ability checks to influence it.

In addition, any creature that is Charmed by you is also Charmed by your allies for the same duration.

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.

Love Domain Spells
Cleric Level Prepared Spells
3 Bless, Charm Person, Enthrall, Warding Bond
5 Hypnotic Pattern, Mass Healing Word
7 Charm Monster, Locate Creature
9 Dominate Person, Mass Cure Wounds

Level 3: Divine Devotion

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to enthrall a single creature within 60 feet. That creature must succeed on a Charisma saving throw or be Charmed by you for up to one minute. The creature repeats this save at the end of each of its turns, ending the Charmed condition on a success.

At the start of each of its turns, the Charmed creature must choose to take one of the following actions and then end its turn: "Approach" you by the shortest and most direct route, ending its turn if it moves within 5 feet of you; "Grovel" at your feet by falling Prone; "Drop" whatever it is holding; or "Attack" a creature that is not you or one of your allies. It cannot choose to "Approach" you if it starts its turn within 10 feet of you and cannot "Drop" if it isn't holding any items.

Level 6: Consecrate Partnership

You may weave the fates of two willing creatures together by taking their hands in yours and taking a Magic action. Those creatures each receive a +1 bonus to their AC and saving throws, and any damage dealt to one of them is halved (rounded down) and then applied to both creatures. If a single instance of damage affects both creatures, such as a Fireball spell, that damage is not shared. This magical connection ends if either creature drops to 0 Hit Points, if they move more than 60 feet apart, or after one hour.

Shared damage ignores damage Resistances and damage Immunities; if a Wizard bonded to a raging Barbarian were attacked for 7 slashing damage, both creatures would suffer 3 slashing damage, even though the Barbarian is normally Resistant to that damage type. However, if the Barbarian were the target of that same attack, she would first halve the damage to 3 from her Resistances before halving it again and sharing it, so the Wizard and Barbarian would each suffer only 1 point of slashing damage.

You may not use this feature again until you have completed a long rest.

Level 17: Romantic Reverie

Whenever a creature within 30 feet of you makes an attack roll or casts a damaging spell, you can take a Reaction to force that creature to make a Charisma saving throw. On a failure, the creature's attack is lost and they become Incapacitated until the end of their turn, which they spend staring at you in lustful awe. You cannot use this feature on creatures that are immune to being Charmed or creatures that cannot see you.

Previous Versions

Name Date Modified Views Adds Version Actions
1/10/2026 7:40:47 AM
20
0
--
Coming Soon
1/27/2026 4:48:13 AM
21
1
--
Coming Soon
1/27/2026 5:50:30 AM
22
0
3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes