Base Class: Cleric
Clerics of the Domain of Sentiment: Lydia channel anxious love into protective grace. They pour fierce loyalty into animals and companions alike, offering heartfelt gestures amid their inner turmoil. Their motherly care is the root of their sacred strength.
Level 3: Beloved Companions
Your love for animals manifests as a divine spirit companion you can summon and direct like a fiercely loyal child.
As a bonus action, you summon your Beloved Companion in an unoccupied space within 30 feet. Choose its form each time you summon: Dog of Loyalty, Bird of Nurture, or Snake of Insight. It remains until you dismiss it (no action required), it drops to 0 hit points, or you finish a long rest. You can have only one Beloved Companion at a time.
The companion is a Small fey spirit with statistics equivalent to a mastiff (Dog), raven (Bird), or poisonous snake (Snake), except it is immune to poison and disease, has your proficiency bonus added to its AC and saving throws, and cannot be charmed or frightened.
As a bonus action on your turn and on the turn you cast it, you can command the companion to move up to its full speed and then take one of the following actions:
- Cling to or uncling from a willing creature within 5 feet of it (it shares the creature’s space and moves with that creature for free).
- Take the Help, Dash, Disengage, or Search action.
While clinging to a willing creature, the companion grants that creature a unique motherly bond based on its current form. The bonded creature also shares a perfect telepathic link with you (allowing deep, real-time conversations at any distance on the same plane—perfect for roleplaying heartfelt talks, giving advice, or simply making your anxious heart feel close to everyone).
- Dog of Loyalty: If the bonded creature is targeted by an attack or harmful spell, you can use your reaction to have the Dog of Loyalty instantly swap places with the bonded creature (no opportunity attacks provoked). The Dog of Loyalty becomes the target instead, and takes half the damage inflicted.
- Bird of Nurture: As a bonus action, the bonded creature can send the Bird of Nurture flying up to 120 feet away (it can pass through tiny openings). You and the bonded creature both see everything the Bird of Nurture sees in a 30-foot radius around it until the end of the current turn, after which the Bird of Nurture returns or stays at the new location. If the bonded creature is attacked by an enemy that the Bird of Nurture can see, the enemy takes a 1d4 penalty to their attack roll.
- Snake of Insight: As a bonus action, the bonded creature can have the Snake of Insight deliver a “small gift” to itself or one other willing creature within 30 feet: the recipient immediately ends one condition affecting it (charmed, frightened, poisoned, or prone) or regains the ability to use one limited class feature or item use it has already expended in the past hour (such as a once-per-turn ability, a bardic inspiration die, or a ki point - your choice).
Level 3: Sentiment Domain Spells
When you reach a Cleric level specified in the Sentiment Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Invisibility, Calm Emotions, Warding Bond, Enhance Ability |
| 5 | Beacon of Hope, Revivify |
| 7 | Guardian of Faith, Aura of Life |
| 9 | Commune with Nature, Reincarnate |
Level 3: Heartstrings
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke protective energy. As a bonus action, target up to Wisdom modifier creatures within 30 feet. Glowing ribbons tether you to the creatures for 10 minutes until the duration ends, or until you are incapacitated, dismiss it with a bonus action, or finish a long rest.
You cannot target your Beloved Companions with this feature, but they are allowed to travel over these ribbons. If they do so, they can treat every 2 feet of movement as 1 foot while traveling on the ribbon.
While you are tethered, you and these creatures gain the following properties:
- Tug of Safety: When a tethered creature moves more than 30 feet away from you, their speed becomes 0 unless they succeed on a Strength save against your spell save DC. On a successful save, both you and the creature takes 1d10 psychic damage, but can move an extra 5 feet of movement until the end of your next turns.
- Panic Pull: When a tethered creature takes damage, you can use your reaction to pull them up to 15 feet closer to you. This movement does not trigger opportunity attacks.
- Shared Heartbeat: If you're within 5 feet of a tethered ally when you or them take damage, the other can use a reaction to mitigate that damage entirely and take 1d4 psychic damage instead. When this happens, the tether between you two snaps.
These tethers can be destroyed; if an aoe damage covers a square between you and a tethered creature, the tether is destroyed. If you or a tethered creature takes elemental damage, roll a 1d4. On a 1, the tether is destroyed. If the damage is piercing or slashing, the tether is destroyed on a 1 or 2.
You can use a bonus action on subsequent turns to restore all tethers anew, as long as those creatures are still within range and you have at least one tether remaining when you do so.
Level 6: Bonded Hearts
Your careful responsibility and loyalty deepen into true mastery of companionship.
While your Heartstrings feature is active, you gain the additional following benefits:
- You can now have two Beloved Companions active at the same time. You cannot have more than one of the same Beloved Companion active, with the exception of the Dog of Loyalty.
- Whenever you cast a spell with a spell slot that restores hit points to a tethered creature, you can expend an amount of hit dice equal to the spell's level to restore twice the maximum amount of healing the spell could have given.
- When a tethered creature takes damage, you can choose to spend a reaction to lower your max hp by 5 and give +1 AC for the creature. You can only do this once per turn.
Level 17: Eternal Family
Your circle of care becomes unbreakable; the animals you love never truly leave.
- You can now have up to three Beloved Companions active simultaneously.
- Companions no longer drop to 0 hit points permanently. If one would be reduced to 0, it instead instantly returns to you (unclinging if necessary) and spends a turn restoring health. It can be commanded again on your next turn with full hp.
- Once per long rest, when any creature bonded to one of your companions drops to 0 hit points but is not killed outright, one of your clinging companions can sacrifice itself to drop that creature to 1 hit point instead. The sacrificed companion immediately returns to you and cannot be resummoned until your next long rest.
Tethers also no longer break from aoe damage, and can only break if you take damage, not other tethered creatures. When you are damaged, you now roll a 1d6. On a 1, the tether breaks. Otherwise, it glows, and you can move an extra 5 speed on your next turn.
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