Base Class: Cleric
Love domain clerics spread feelings of compassion and unity to even the darkest corners of the planes. Their passion and kindness win over friends and foes alike and makes them a powerful force to be reckoned with. Their gods, such as Sune, Hathor, Aphrodite and Freya, are usually those with good hearts and souls but occasionally an evil deity will see the potential of love and seek to use clerics of it to their own ends.
Love domain clerics use their divine powers to bring foes over to their side and win over distrustful allies, whilst sharing with them their hopes and passion in the form of healing and other boons. They bear no ill will to any race and will attempt communication before violence whenever they can. When it does come down to combat, they employ the flames of love to burn their opponents and bows that force their enemies to cease their aggression.
Love Domain Spells
1st: Charm Person, Healing Word
2nd: Enthrall, Flaming Sphere
3rd: Revivify, Tongues
4th: Compulsion, Wall of Fire
5th: Dominate Person, Flame Strike
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with the hand crossbow, heavy crossbow and longbow and can cast the somatic components of spells even whilst holding a bow with the two-handed property.
Love's Touch
Also starting at 1st level, you can make enemies and allies feel a swell of love in their heart. As a bonus action, you can use this feature to cause the next creature you hit with an attack from your bow or who is healed by a healing spell you cast to make a Charisma saving throw. On a fail, the creature is charmed by you for a number of minutes equal to your Wisdom modifier (minimum 1). This effect ends early if you or your allies deal any damage to the creature. Unless the effect ends due to damage, the creature does not become hostile to you or your allies after the charm effect ends. This feature does not affect undead or a construct.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Heart's Link
Starting at 2nd level, you can use your Channel Divinity to connect the hearts of those in need of love.
As an action, you present your holy symbol and connect the loving spirits of your allies and creatures you have charmed. Until the end of your next turn, whenever an ally or creature you have charmed regains hit points for the first time on a turn either within 30 feet of you or from a spell you have cast, all your allies and other creatures you have charmed within 30 feet of you also regain half the same amount of hit points. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Entwined Souls
Beginning at 6th level, your connection to those who feel love allows you to protect them in their hour of need. When an ally or a creature you have charmed takes damage, you can use your reaction to halve the damage they take and take half the damage yourself. If the ally would have to make a saving throw against an effect that activates in addition to damage on a hit from an attack that dealt damage which you reduced in this way, they gain advantage on it.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal your choice of an extra 1d8 fire or psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. If they are charmed, you deal an additional d8 of either type and end the charmed effect.
Star Crossed Lovers
Starting at 17th level, you can form a powerful bond of love between you and another. Once a day, you can use Love's Touch to charm a creature who fails the saving throw permanently until you use this feature to permanently charm another creature. In addition, each long rest choose either an ally or a creature which is charmed by you. Until the end of your next long rest, if that ally or creature is within 60 feet of you, you and that ally or creature gain your choice of the following benefits (you can change your choice of benefit only at the end of a long rest): +2 to AC, advantage on Charisma saving throws and ability checks or you both regain additional HP when one of you is healed by a spell equal to the spell's level + your Wisdom modifier (minimum 1).
Previous Versions
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