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Passion Domain (Homebrew)


Hit Points

Hit Dice: d4 per Passion Domain (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Clerics of the Passion domain seek to champion and promote the passions in others, be it love, art, or a dedication or devotion to a cause or calling. Clerics of the Princess of Passion work to ensure all creatures may pursue love in any form it takes.  

Level Spells
1st charm person, love bite
3rd enthrall, suggestion
5th beacon of hope, incite affection
7th compulsion, lovelost
9th geas, heartbreak
 

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Persuasion and Insight skills.  

Bonus Cantrips

Starting at 1st level, you gain the lovelorn and prestidigitation cantrips. These are considered cleric cantrips for you, and don’t count against the number of cantrips you know.  

Subtle Charms

Also at 1st level, you are skilled in making your charms subtle. Any creature you target with a spell or an ability that confers the charmed condition isn’t aware it has been charmed after the fact or of your charm attempt on a successful saving throw. When the charm ends, the creature attributes the feelings as natural, even if it no longer views you in the same way.  

Channel Divinity: Bliss

Starting at 2nd level, as an action, you brandish your holy symbol and incite bliss in all creatures within 30 feet that can see you. Each creature must make a Wisdom saving throw or be unable to take actions that would cause harm or damage to creatures or objects. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1 round). An affected creature makes another saving throw at the end of its turn, ending the effect on itself early with a success. Any creature that takes damage is automatically free of the effect.  

Channel Divinity: Philter of Love

Starting at 6th level, as an action, you can Channel Divinity and turn any vessel of liquid you are touching— of no more than 17 oz (500ml) in size—into a philter of love (see Chapter 7, “Treasure,” in the Dungeon Master’s Guide for the item’s description). The drink remains potent for only 1 minute. If not consumed in that time, the philter reverts to its original liquid. During this time, any other properties of the liquid are nullified, so poisons or otherwise undrinkable liquids become potable. Once a creature drinks the liquid, it becomes automatically charmed by the next creature it sees within the next 10 minutes. Once charmed, the creature remains so for 1 hour. The charmed creature treats the effect as true love if the object of its affections is of a compatible species and within its normal preferences. You have no influence over the creature affected unless you are the target of its affections.  

Charming Influence

Starting at 8th level, a creature charmed by you is also charmed by your allies.  

Master of Charms

Beginning at 17th level, you become immune to the charmed condition and all your abilities and spells that confer the charmed condition become more difficult to resist—all saving throws against them are made with disadvantage.


Created by

CrisisUnbound.

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