Base Class: Cleric
Love exists in many forms; it can be a gorgeous display of the trust and sacrifice or a malign act of exploitation and manipulation. Whatever form it takes - compassion, infatuation, affection or passion - the individual gods of love may promote or condone actions of those that aspire to be agents of this force in the universe.
Many gods of love have accumulated clerics over time, all with vastly different motives and ideologies on the subject. However, the majority agree that love is both good and evil, while some even speculate that deities are aware and indifferent to love's destructive nature. Some believe that love is a form of magic intertwined to the soul, destined to find a specific soulmate the moment it was created. Others even see love transcend into adoration of beloved weapons and armour.
Others view love in a more malevolent light, seeing it as a capricious and steadily waning force that must be exploited on an individual before it completely extinguishes - kindling sparks love on an individual to gain momentary advantage in the universe.
The heart's tell
You are adept at reading and guiding the emotions of others, gaining proficiency in the Persuasion and Insight skills. Your proficiency bonus is doubled for any ability check that uses either of those skills.
You also know the friends cantrip. It counts as a cleric spell for you, and does not count against your number of cantrips known.
Vow of Devotion
When you choose this domain at 1st level, you establish a bond of devotion between a willing creature, weapon or set of armour. Choose one of the following bonds below, you can replace the bond you know with a different bond whenever you finish a long rest.
Creature. As an action, you can interchange points of AC between you and the bonded creature up to a number equal to half your proficiency bonus rounded up. The exchange of AC reverts to normal for both creatures after 1 hour. Additionally, you know the current emotional state of the bonded creature.
Weapon. If you throw the bonded weapon or its disarmed from you, it returns to you at the start of your next turn. Additionally, you double your proficiency bonus towards attack rolls made with the bonded weapon. If you are not proficient in the weapon, you instead add your proficiency bonus to it as if you were.
Armour. You become proficient in the bonded armour if you aren't already and you can don and doff the armour in half the time. Additionally, while you are within a hostile creature's line of sight, they make Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage. This bond lasts until the bonded is destroyed , killed or you choose to end it. YOu cannot benefit from more than one bond at a time. Once you successfully bond with an entity, you cannot use this feature again for 7 days.
Channel Divinity: Enchanting Glamour
Starting at 2nd level, you can use your Channel Divinity to enrich your words and embellish your actions with divine guidance. As an action, you glamourise yourself in a swirl of divine magic. For 10 minutes, you can choose to use Wisdom modifier for any ability checks that use Charisma. Additionally, you are immune to being charmed for the duration.
Channel Divinity: Captivating Touch
At the 6th level, you can use your Channel Divinity to captivate a creature. As an action, choose one creature within 5 feet of you. That creature must make a Wisdom saving throw. On a failure, the creature is captivated by your style and grace, and they have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 10 minutes, as well as on attack rolls against you. A creature affected by this effect can repeat the saving throw at the end of each of its turns, without disadvantage from this effect, ending the effect early on a success.
Potent Spellcasting
Starting from 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Infallible Charm
At 17th level, your charm is permeating. When a single target fails a saving throw against an enchantment or illusion spell that you cast, you may designate them as "the object of your affection". The "object" has disadvantage on saving throws against enchantment and illusion spells you cast against them, as well as any charming features you use against them for the duration. Additionally, when such spells or effects end on them, they will not realise they have been charmed, and will not act as though they had. This feature expires when they succeed against your charm effect, or an enchantment or illusion spell you cast on them, or when you designate another "object". You must complete a long rest before using this feature again.