There are few who can doubt the transcendent power and pervasiveness of love – be it through song or deed, everyone has experienced some form of it at some point in their lives. Clerics dedicated to deities with Love in their portfolio can tap into this power and use it to empower – or manipulate – those around them.
Love Domain’s Expanded Spells
|1st||Charm Person, Sanctuary|
|2nd||Calm Emotions, Enthrall|
|3rd||Beacon of Hope, Hypnotic Pattern|
|4th||Aura of Purity, Locate Creature|
|5th||Dominate Person, Dream|
Student of the Heart
At 1st level, you gain proficiency with any two of Deception, Insight, Intimidation, Persuasion, and Performance, as well as one musical instrument of your choice.
Also at 1st level, when you are not wearing armor, your Armour Class is equal to 10 + your Dexterity modifier + your Charisma modifier. You keep this benefit while wielding a shield.
Channel Divinity: Muse
At 2nd level, you can use Channel Divinity to inspire those around you to greatness. As an action, present your holy symbol and choose a number of creatures within 30 feet of you equal to your Charisma modifier. Those creatures gain a Token of Favor, which they can spend to gain advantage on an attack roll, ability check, or saving throw they make in the next 5 minutes. The token may be used after the roll, but before the result is declared; if not used within the 5 minutes, the token fades away. A creature cannot have more than one Token of Favor at a time; if they are granted a second one while still possessing the first, the second one immediately expires with no effect.
Channel Divinity: Charismatic Presence
At 6th level, you can use Channel Divinity to either overwhelm or bolster those around you with the power of your presence. As an action, present your holy symbol. You may use this in one of two ways:
- Every enemy within 30 feet of you must make a Wisdom save against your spell save DC or be Charmed by you for 1 minute. If a creature Charmed by this feature is attacked by you or your allies, the condition ends immediately for that creature, and other creatures Charmed by this feature may immediately make another saving throw to resist it.
- Every ally within 30 feet of you gains a number of temporary hit points equal to your level and gains advantage on their next check or save. Unused benefits fade after 1 minute.
At 8th level, you gain advantage on all checks and saves that involve Wisdom or Charisma.
At 17th level, you add your Charisma modifier to your spell save DC, as well as your Wisdom modifier and proficiency bonus.