Gods of the passions domain manifest in the vast and deep emotions and feelings that lie deep in the hearts of those in throes of passionate experience. This includes gods of love and beauty, who champion the pursuit of love and caring in all it's forms. It also includes gods of music, storytelling, bards and the arts. These gods are patrons of bards, musicians, artists and all who dedicate themselves to inspiring the hearts of others. The passions domain also includes gods of more hedonistic and carnal passions, who promote the pursuit of the raw joys of hedonism, drunkenness, sex and feasting.
The clerics of gods of passion excel in inspiring and influencing the desires, emotions and impulses of others and seek to inspire and promote the pursuit of deep passions. They are the patrons and masters of mead halls, theaters, brothels, breweries and marriage temples and inspire awe and joy wherever they go.
Passion Domain Spells
- 1st - charm person, sleep
- 3rd - enthrall, suggestion
- 5th - hypnotic pattern, major image
- 7th - confusion, compulsion
- 9th - dream, dominate person
Friend to all
When you choose this domain at 1st level, you gain proficiency with disguise kits and two musical instruments. You also gain the Friends cantrip as a cleric cantrip if you don’t already know it.
You may also choose to hold your holy symbol and invoke your deity's name. For the next hour after, you can add your Wisdom modifier as well as your Charisma modifier to any Charisma ability checks. You regain the use of this ability after a long rest.
Channel Divinity: Subtle Persuasion
Starting at 2nd level, you can use your Channel Divinity to enhance your powers of persuasion and influence. When casting an enchantment spell, you hold your holy symbol. When doing so, you do not need to perform any verbal or somatic components of the spell. Also, when the spell ends, any target of the spell loses all memory that it was controlled or influenced. That creature remembers the actions it took and it may be confused by them.
Bonds of Companionship
At 6th level, you form powerful bonds with your allies that protect them from harm. When you finish a long or short rest, choose a number of allies equal to your Wisdom modifier. Each targeted creature gains a number of temporary hit points equal to your Cleric level.
Any time a bonded ally within 30 feet of you makes an attack roll, or a savings throw against a mind-affecting spell or ability, you can use a reaction to grant them advantage on the attack roll or savings throw. The bond ends when you have granted them this advantage or when you finish a long or short rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Inspiration
At 17th level, your bonds of companionship no longer end when you grant them advantage on a roll, now only ending when you finish a long or short rest. You may also bond with as many creatures as you want that are within 60 feet of you when you finish a long or short rest.
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