Love Domain (5e Subclass)
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These clerics serve the gods that symbolize love, passion, and emotion.
|1st||charm person, sanctuary|
|3rd||calm emotions, warding bond|
|7th||black tentacles, private sanctum|
- 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.
Channel Divinity: Muse
Starting at 2nd level, you can use your Channel Divinity as a bonus action to invoke the grace of your deity to inspire a creature within 60 feet of you. This grants them advantage on an attack roll, ability check, or saving throw that they make within the next 10 minutes. It may be used after the roll, but before the result is declared. After it is used, or 10 minutes have passed, the inspiration fades, and the feature goes to waste. Only one of these inspirations may be given to a single creature at a time.
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.
- Object of Affection
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 realize 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.