Love Domain

## **Love Domain**

Endless tales are told of love and romance, of the bonds of
family and the endless power of friendship. Gods such as
Aine, Yue-Lao, Hathor, Min, Bastet, Aphrodite, Eros, Kama,
Freya, Venus, Cupid, Sune, and other deities of beauty,
affection, and compassion may hold sway over the domain of
love. Clerics of this domain often act as matchmakers,
counselors, healers and bringers of vengeance on those who
have broken hearts and shattered dreams. When called by
their gods, they keep spirits bright to quell the evils of the
world, but those clerics who have fallen to the darker side of
love are often jealous, envious, and spiteful, seeking to
destroy those who have spurned them.

**Love Domain Spells**

Cleric level Spells

1st healing word, heroism

3rd calm emotions, gentle repose

5th aura of vitality, lightning bolt

7th confusion, Otiluke's resilient sphere

9th dispel evil and good, mass cure wounds

**Bonus Proficiency**
At 1st level, you gain proficiency in heavy armor.

**Heart's Grace**
When you choose this domain at 1st level, your god grants
you the knowledge and protection to bring kindness to the
world. You gain proficiency in the Persuasion skill. Whenever
you take the Help action, you gain temporary hit points equal
to your cleric level that last until the start of your next turn.

**Channel Divinity: Bonds of Friendship**
At 2nd level, you can entwine the fates of you and your
companions. As an action, you can target a willing ally within
60 feet to activate your Channel Divinity feature. For the next
minute or until you lose concentration on this feature as
though it were a spell, the two of you share a single pool of hit
points. Temporary hit points are applied individually, and
should be tracked separately. When the effect ends, the
remaining hit points are divided equally between you based
on the percentage total of the pool. If the total reaches 0, all
creatures tied to this pool of hit points are reduced to 0 hit
points and must make death saving throws as normal. You do
not have to perform concentration saving throws for damage
dealt to your ally, only for damage dealt to you.

**Virtuous Cause**
At 6th level, your body and soul are purified and made whole.
You gain advantage on saving throws against effects that
would inflict the frightened and charmed conditions. You also
gain immunity to disease and advantage on saving throws
against exhaustion.

**Divine Strike**
At 8th level, you gain the ability to infuse your weapon strikes
with passionate flame. Once on each of your turns when you
hit a creature with a weapon attack, you can cause the attack
to deal an extra 1d8 fire damage to the target. When you
reach 14th level, the extra damage increases to 2d8.

**Red String of Fate**
At 17th level, your god grants you the power to bind yourself
to the lives of your entire party at once. As an action, you
present your holy symbol, filling yourself with divine power.
Up to ten of your chosen companions within 120 feet are
bound to one another by a transparent red thread, and subject
to the Bonds of Friendship feature for the duration. For one
minute, you gain the following benefits:
You can choose to have your weapon attacks use your
Wisdom modifier instead of Strength or Dexterity when
calculating bonuses to attack and damage rolls.
Each time you suffer damage, choose an ally within 30
feet of you. That ally can use their reaction to make a
single attack or cast a single cantrip.
When the effect ends, the hit points are divided evenly
among the group based on the percentage total of the pool. If
the total pool of hit points reaches zero, this effect ends and
all subjects are reduced to zero hit points.
You can use this feature once, and this use recovers
whenever you finish a long rest.