Cleric
Base Class: Cleric

You excel at ending conflicts, both before and after they start, for love is both cruel and kind

Tools of Love

When you choose this domain at 1st level you become proficient in your choice of performance, persuasion, deception or stealth your proficiency bonus is doubled for any check that uses either skill. You also gain proficiency in the disguise kit and an artisans tools of your choice.

Channel Divinity:Love thy neighbor

Starting at 2nd level, you can use your Channel Divinity to sooth tensions before they start.

As an action, you present your holy symbol to target a number of humanoids who are not fighting you or your companions up to your wisdom modifier within 15 feet of you. They must make a wisdom saving throw. On a failure they are considered charmed by you for up to 1 minute or until you or one of your companions does something harmful to it. A charmed creature acts as described in the charm person spell

Love Thyself

Beginning at 6th level, whenever you heal an ally or charm a creature, you gain temporary hit points equal to ½ of your cleric level. 

At 17th level if when you heal an ally you may choose to target one of the allies you healed in addition to yourself

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip

Love is Patient

Starting at 17th level, whenever you cast a spell of first level or higher, you can instead choose to hold onto it. If you do so, this spell becomes far more powerful. Doing so, requires you to double the casting time of a spell, i.e. a spell with a casting time of one action requires one action to initiate it, and another action on your next turn. Doing so allows you to cast the spell as if you had cast the spell 2 spell slots higher up to 9 level. For example, if you cast a spell of 7 level and use this feature, you cast the spell as if it had been a 9 level while only expending the 7 level spell slot. This also forces any creature that makes a saving throw caused by this spell to be at disadvantage.  Any attack roll you make with this feature has an additional +5 to hit as well

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