Love Domain, 4th Variant (5e Subclass)

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Scales.png This page is of questionable balance. Reason: Cleric subclasses should have two first-level abilities. This subclass appears to have up to four, two being crammed into Heart's Tell, which is already problematic - no single feature should grant two proficiencies and an expertise-equivalent for the both of them, and gaining a bonus to a stat as part of a class feature has only ever been done as the Barbarian's capstone feature. Additionally, the 8th-level feature does not make any sense - resistance is only applicable to damage, not saving throws, and having blanket resistance to damage caused by magical effects is incredibly broken. What does love have to do with immunity to magic in the first place?


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Love Domain[edit]

Cleric Love domain

Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and enkindle flares of infatuation to spur their allies and confound their foes.

Love Domain
Spell Level Spells
1st charm person, shield
3rd calm emotions, enthrall
5th aura of vitality, beacon of hope
7th charm monster, compulsion
9th dominate person, rary's telepathic bond
Charming Grace

When choosing this subclass, you use your Charisma modifier instead of your Wisdom modifier as your spellcasting modifier.

Loves True Gaze

Starting at 1st level, the spells you use to charm a creature are more effective. If a creature within 30 feet of you that can see you succeeds on its saving throw against one of your spells that would have charmed it, you can use your Reaction to force the creature to make the saving throw again, but you must take the second result. You may use this feature a number of times equal to your Charisma modifier, regaining expended uses when you finish a long rest.


The heart's tell

At 1st level 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 gain a plus 1 to your Charisma Modifier.

You gain the Heart Sight ability. As a bonus action you can touch a creature and magically knows its current emotional state. If the target fails a Charisma saving throw against your spell DC, you also know the creature's Alignment and secret desire, and if they cannot lie to you. Celestials, Fiends, and Undead automatically fail the saving throw.


Channel Divinity: Bewildering Beauty

Starting at 2nd level, you can use your Channel Divinity to take on a visage of otherworldly beauty. As an action, you present your holy symbol and take on a form of divine beauty. Choose a number of creatures that can see you up to your Charisma modifier. Each target must make a Wisdom saving throw against your spell save DC, becoming charmed by you on a failure. The charmed condition lasts until you move out of the creature's line of sight, or when you or one of your companions attempts to harm the creature or one of its companions.

While charmed in this way, creatures cannot move, and cannot take actions or bonus actions on their turn. They also have disadvantage on Wisdom(Perception) checks made to notice the presence of another creature aside from yourself. This feature does not affect creatures who are immune to being charmed, constructs, but this does work on undead.


Emboldening Bond

At 6th level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creatures they share any resistances and immunities and a creature can use their reaction to add +2 to the AC of the other creature affected by the bond. The bond lasts for 1 hour or until you use this feature again. You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again. At level 15 you can target a third creature with this feature.


Love Shackle

At 8th level, As a reaction you are able to create a irridesent pink chain that links your wrist to a creatures heart. Whenever you take damage, the tethered creature takes half as much damage, and any healing done to the creature heals you for half as well. This damage ignores resistance and immunity. The chain lasts for one minute, and you can cast this as many times as your spell modifier before needing a long rest.


Song Of The Heavens

Starting at 17th level, you can use your magic to create divine music. As an action, you produce a song that fills the area around you for the next minute. Anyone who can hear the song is filled with a surge of positive emotion. Allies gain 50 temporary hit points and gain advantage on all saving throws. The song also suppresses any effect that is causing them to be charmed or frightened. Also. when you charm or use your charming abilities, you no longer are hindered by the charmed condition. ( The charmed condition lasts until you move out of the creature's line of sight, or when you or one of your companions attempts to harm the creature or one of its companions.)

Once you have used this feature, you must finish a long rest before using it again.

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