Cleric
Base Class: Cleric

The Emotion domain focuses on the realm of creatures' emotions, and the power they can hold. Clerics of this domain do not worship gods, but the very nature of emotion. By their thinking, it is almost divine in and of itself. Clerics of emotion support purity through the free expression of emotion and seek to change those who suppress their feelings and bottle up their fear, or sadness, or hope. 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with an herbalism kit.

Fervent Acolyte

Also starting at 1st level, your emotion spells are more effective. Whenever you use a spell of 1st level or higher to inflict an emotional effect upon a creature (Frightened, Charmed), the save DC is raised by 2 + the spell’s level.

Channel Divinity: Vehemence

Starting at 2nd level, you can use your Channel Divinity to evoke emotion in your targets.

As an action, you present your holy symbol and summon emotional power from within you. You make an amount of creatures equal to your cleric level feel a certain emotion (see table) for 1 minute. Choose 1 or more creatures within 30 feet of you that you wish to affect. You can’t use this feature on anything that cannot perceive emotion.

EMOTION EFFECT COST
Fear The targets become Frightened for 1 minute. You take 1d6 psychic damage.
Love The targets become Charmed for 1 minute. You become Deafened for 12 seconds.
Sadness The targets become Paralyzed for 1 minute. The targets become Invisible for 12 seconds.
Hope The targets become unable to see 1d4 of your allies for 1 minute. You become Charmed for 12 seconds.

Exactor of Sentiment

Beginning at 6th level, the emotion spells you cast on others heal you. When you cast a spell of 1st level or higher that inflicts an emotional effect on a creature (Frightened, Charmed), you regain hit points equal to 2 + the spell’s level.

Ardent Strike

At 8th level, you gain the ability to infuse your weapon strikes with emotional energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Unyielding Emotion

Starting at 20th level, when a target would normally roll a saving throw to resist a spell that inflicts an emotion, (Charmed, Frightened), they automatically fail. For example, instead of a target rolling 1d20 for a saving throw, they roll a 1.

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