Love Domain
Love exists in many forms —compassion, infatuation, friendly affection, and passionate love are but a few facets. Whatever form these feelings take, the gods of love — including Aengus, Aphrodite, Boldrei, Freya, Hathor, Mishakal, Myrhiss, Raei, and Sune — deepen the bonds between individuals to bring out the best (or worst) versions of themselves.
Clerics of these gods preside over marriages, act as matchmakers, and offer counsel for troubled relationships, nurturing bonds of friendship, camaraderie, and more intimate connections. Whether in the form of a capricious Aphrodite, a playful Cupid, a lusting Succubus, or a loving friend at the heart of a party, these Clerics seek nothing more than to spread their ideas of love. Through their worship, a good Cleric hopes to inspire positive unions. On the other, a less than good Cleric may use these powers to instill turmoil, turning love into competition, and divide rather than unify.
Love Domain Spells
As a Love Domain Cleric, you gain access to additional spells. Some of these spells are taken from my own compendiums Arcana, Spells and Witchcraft and Beyond Magic.
| Cleric Level | Spells |
|---|---|
| 1st | Charm Person, Siren's Kiss ᴀꜱᴡ |
| 3rd | Calm Emotions, Warding Bond |
| 5th | Remove Curse, Tongues |
| 7th | Confusion ᴮᴹ, Glibness ᴮᴹ |
| 9th | Dominate Person, Geas |
Eye for Romance
When you choose this domain at 1st level, your dedication to fostering the pursuit of love has endowed you with a knack for spotting budding romances or friendships, making you better at understanding others’ true intentions and desires.
You gain proficiency in the Insight skill if you do not already have it. If you already have proficiency in Insight, you gain Expertise in the skill instead.
Keeper of the Community
Also at 1st level, you can cast the Ceremony spell as a ritual anytime. When you cast the Wedding rite in this way, it does not require material components.
In addition, you learn the Friends cantrip, which does not count against the number of Cleric cantrips you know. For you, it doesn't require concentration and when the spell ends, the target does not become hostile to you, though it still knows it was charmed.
Channel Divinity: Lovestruck
Starting at 2nd level, you can use your Channel Divinity to stoke affection in a creature. As an action you present your holy symbol and choose one humanoid you can see within 60 feet. The target must make a Wisdom saving throw. On a failure, it becomes charmed by a humanoid of your choice that it can see for 1 hour or until the chosen humanoid does anything harmful towards the target.
Channel Divinity: Deepest Desire
At 6th level, you can wield that which others want most.
As an action, choose one creature you can see within 60 feet of you. The creature makes a Wisdom saving throw. On a success, that creature is immune to this effect for 24 hours. On a failed save, you learn the one thing this creature loves most. If the creature's love is humanoid, you gain the ability to assume a disguise and look like that humanoid. You retain this ability until you use it or you finish a long rest.
Disguise. You can assume the disguise as an action. When you do so, you change your appearance, voice, smell and clothes to match the humanoid, effectively becoming them. This disguise lasts 1 hour. While in this disguise, you learn everything the original target loved about the humanoid. This information allows you to pass yourself off as that person.
Prolong. You can expend a 4th level spell slot or higher to extend the duration. A 4th level spell slot grants an additional hour. A 5th level slot offers 8 hours, a 6th level offers 24 hours, a 7th level offers 1 week, an 8th level offers 1 month, and a 9th level spell slot offers 1 year.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Irresistible Charm
When you reach 17th level, your charming words become nearly impossible to disobey. If a creature is charmed by you and can understand you, you automatically succeed on all Persuasion checks you make against them. You cannot persuade a creature to do the impossible or to do something imminently dangerous like walking of a cliff, but you can encourage any dangerous activities.
Additionally, you can now charm those with immunity to the charmed condition.


Extended Spell List
Siren's Kiss
1st level Illusion [ASW]
- Classes: Bard, Cleric, Oracle, Sorcerer, Witch
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: 1 minute
The love of a mermaid is not without consequences.
When you cast this spell, choose a creature you can see within range. An illusory veil covers you, making you appear as the perfect paramour to the target. The target must make a Wisdom saving throw. If they fail, they are charmed by you, and move to grapple you during their next turn. If they succeed, you can use your reaction to deliver a deadly corrosive touch, breaking the grapple, ending the spell, and dealing 2d10 acid damage to the target. You can immediately move up to 10 feet away without provoking attacks of opportunity.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the acid damage increases by 1d10 per slot level above 1st level.
Glibness (REVISION)
4th level Enchantment (Level Change) [BM]
- Classes: Bard, Paladin, Warlock, Witch
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: 1 hour
The quality of being confident, but too simple and lacking in careful thought. Yeah, seems about right.
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 9. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Art Credits
Cover: Artist Unknown
Art 1: Mioree
Art 2: 小猫 次郎王
This subclass is partially inspired by the Love Domain made by Yukine for the Cleric.
Confusion (REVISION)
4th level Enchantment [BM]
- Classes: Arcanist, Bard, Cleric, Inquisitor, Oracle, Sorcerer, Witch, Wizard
- Casting Time: 1 action
- Range: 90 feet (20-feet radius)
- Components: V, S, M
- | M: (Three nut shells.)
- Duration: Concentration, up to 1 minute
I'll be honest, I forgot what I was gonna write here. Luckily I can just write that. Sure, thanks. Okay, I'm leaving now.
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 20-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
| d10 | Behavior |
|---|---|
| 1 | A powerful psychic shock pierces the creature’s mind. It gains a short term madness. |
| 2-5 | A strong mental pain spikes the creature’s mind. The creature takes 2d6 psychic damage. It cannot move or take actions this turn. |
| 6-7 | Ringing in the creature’s head leaves it disoriented. The creature is deafened for 1 turn and uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature is dazed for one turn. |
| 8-9 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature spends their time wildly swinging around themselves, attacking phantoms that do not exist. |
| 10 | The creature pushes through the fog shrouding its mind. It can act and move normally. |
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Dazed Condition
- A dazed creature can only take an action or a bonus action on it's turn, but not both
- A dazed creature can not take reactions.
- The creature has disadvantage on saving throws against being stunned.