Lovely Subclasses is a short holiday supplement that provides expanded optional features for the "Bard: College of Romance " and "Cleric: Love Domain ", as well as two new subclasses: the Circle of Passion (Druid) and the Cherub Patron (Warlock)!
Whether preparing for a Valentines oneshot, or looking for a love-inspired subclass for your regular character, Lovely Subclasses has what you're looking for!!
Bard: College of Romance
Bards almost always get a reputation for being oversexual, and whether genuine or not, very romantic. These bards take their romance to a whole new level, the ins and outs of romancing a potential partner. Some of these bards follow this path because they can't deny that they are simply a hopeless romantic. Then there are some who study this college in order to better manipulate the people around them.
The College of Romance teaches its students how to properly lean into their charisma, and that outer beauty is only one part of the complicated process of romance and seduction.
Take this subclass if you want your bard to be the best they can be at using roleplay and charisma to get what they want. Avoid this subclass if you're looking for a bard that focuses on combat.
Eye of the Beholder
At 3rd level you gain proficiency in the Deception and Persuasion, and receive a +2 bonus to these skills. If you already have proficiency in any of these skills, you can double your proficiency bonus for those skill checks.
Cupid's Guidance
Also at 3rd level you can grant your allies a bonus to their Charisma based skill check as a reaction equal to your proficiency bonus, as long as you are within 30 feet of them.
You can use this feature a number of times equal to your Charisma modifier (minimum 1), and require a long rest to reuse this feature.
Smooth Criminal (Optional)
This 3rd level feature replaces the Eye of the Beholder feature. You have learned how to use your charm to assist you in your criminal activities. You gain a bonus to your Deception, Sleight of Hand, and Stealth skills equal to your Charisma modifier.
Hopeless Romantic
At 6th level, you're driven by romance. Anytime that you or an ally within 10 feet of you fails a Charisma based skill check or saving throw, the check or save can be rerolled but the new result must be used even if it's lower than the first.
Infatuating Dance (Optional)
This 6th level feature replaces the Hopeless Romantic feature. You may use your Action to make a Performance (Dance) check, and force one humanoid within 30 feet who can see you to make a Charisma saving throw against your Performance check. A creature who fails this saving throw becomes charmed by you for 1 hour.
A creature who succeeds on this saving throw becomes immune to the effect of your Infatuating Dance for 24 hours.
Heartbreaker
Also at 6th level, you have gained the ability to make your words cut deeper than most. You learn the Vicious Mockery cantrip if you don't already know it. In addition, when you use the Vicious Mockery cantrip, you deal 2d4 damage instead of the usual 1d4.
This spell’s damage increases by 1d4 when you reach 9th level (3d4), and 13th level (4d4), and 17th level (4d4).
Love Rose
At 14th level, you learn the secrets of how to grow Love Roses. When a creature holds a Love Rose, they have advantage on Charisma based skill checks and saving throws. The rose also gives off a soothing aroma, making anyone within 5 feet of the rose immune to charm effects. This rose doesn't need to be equipped to gain its effects.
You can create a number of Love Roses equal to your Charisma modifier. You can speak a command word as an action to destroy any Love Roses that you have created. If the number of Love Roses created exceeds your Charisma modifier, all of your previously created roses are destroyed.
Cleric: Love Domain
Clerics who take on the Love Domain typically follow good-natured gods who spread peace, joy, and above all: love. Many Love Domain Clerics pursue religous career paths and are frequently found to be performing weddings and all sorts of family celebrations.
You have focused your priestly duties to becoming a champion of love. You protect the concept of true love, and do everything in your power to preserve love between people. Whether you use love to curse people into becoming heartbroken, or you use it to bless people with joyful lives, love makes you one of the world's most dangerous forces.
Love Hurts
When you choose this domain at 1st level, you gain the Friends cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know. Additionally, you can cast this spell at a range of touch.
However, any creature you cast Friends on (excluding yourself), receives an amount of Psychic damage equal to your Proficiency Bonus when the spell ends.
Romanticism
Also at 1st level, you naturally generate an aura of divine love. This functions as the Sanctuary spell with the following changes:
The aura is considered active until you take damage for the first time after taking a long rest.
The aura regenerates after successfully completing a long rest.
Air Hug (Optional)
You can select a number of creatures equal to your Wisdom modifier that you can see within 60 feet and target them as a Bonus Action, granting them advantage against charm effects for 1 minute. You can use this feature a nuber of times equal to your proficiency bonus, and regain all uses at the end of a long rest.
Channel Divinity: Love Arrow
Starting at 2nd level, you can use your Channel Divinity to conjure up a magical arrow. This arrow can be fired from any bow at a range of 120 feet as an Action.
A creature targeted by this arrow must succeed on a Wisdom saving throw against your Spell Save DC. A creature that fails its saving throw becomes infatuated with a creature within 60 feet of it of your choice, gaining the Charmed condition.
A creature can repeat its saving throw at the start of its turn after taking damage, ending the effects on a success. The effects end 24 hours after being targeted.
Baneful Butterflies
Starting at 6th level, you can cause your enemies to feel a sense of butterflies in the pit of their stomach that makes it difficult to concentrate. You can use your Reaction to target a creature within 60 feet of you, imposing disadvantage on their Concentration checks.
You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum 1), and regain all uses of this feature at Dawn.
Heartbreaking Smite
Starting at 8th level, your strikes can leave your enemies feeling brokenhearted. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal Psychic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st.
Soul Bond
Starting at 17th level, you can use your action to create a lifelong bond between at least two people. You can cast the Soul Bond ritual, which takes 2 hours to complete. You can select a number of targets at a range of touch equal to your Wisdom modifier (minimum 2).
When a creature is within 30 feet of a Soul Bonded partner, they receive the following benefits.
They receive a +1 bonus to all skill checks.
They receive advantage on skills checks made to improve relations with their Soul Bonded partner.
They receive a +1 bonus to their Armor Class.
A creature cannot receive new Soul Bond partners without first having the effects of the Soul Bond removed via a 1 hour ritual.
Druid: Circle of Passion
Druids who join the Circle of Passion focus their primal devotion to the reverence and worship of passion and love. These Druids learn to channel one of the strongest emotions into your strikes, charm others with their elegance, and change shape into a beautiful Winged Unicorn!
Hold Hands
At 2nd level, you can strengthen the defenses of yourself and your allies by staying in physical contact. You and an ally may choose to hold hands as a bonus action, granting you both a bonus to your AC and saving throws by an amount equal to your proficiency bonus. While holding hands, attack rolls and Dexterity saving throws are made with disadvantage.
You may choose to use both of your hands to grant this bonus to two allies, but you cannot gain the bonuses to your AC and saving throws more than once.
Passionate Strike
Also at 2nd level, you learn how to poor your passionate fury into your attacks. When you damage a creature with a weapon or spell attack, you may choose to expend one use of your Wild Shape feature to deal an additional 2d8 Radiant damage.
The additional damage increases at 5th level (3d8), 9th level (4d8), 13th level (5d8), and 17th level (6d8).
Charming Crusader
By 6th level, you've learned to channel your primal connection to passion in various ways. You gain the following effects:
You may use your Wisdom modifier in place of Strength or Dexterity when making weapon attacks.
You may use your Wisdom modifier in place of Charisma when making Persuasion checks.
When you use your Wild Shape feature, you gain a bonus to your AC equal to your Wisdom modifier. This bonus cannot excede your proficiency bonus.
Loving Embrace
At 10th level, you become exceptionally suited for grappling. You gain the following effects:
You may use your Wisdom modifier in place of Strength when making a grapple check.
You may use your Wisdom modifier in place of Strength when making Athletics checks.
Creatures grappled by you gained the Charmed condition until the grapple ends.
Wild Shape: Winged Unicorn
By 14th level, you've learned to change your form into a rare celestial beast: the Winged Unicorn. The Winged Unicorn uses the Unicorn stat block with a walking speed of 60 feet and a flying speed of 90 feet.
Warlock: the Cherub
These Warlocks choose to make a pact with a cellestial being called a cherub, who grants them special powers of infatuation. This being's motivations are often benevolent, though some may use their control over love to cause chaos and spread pain wherever they go. Cherubs are tiny, yet powerful beings of celestial magic, capable of forcing people to fall in love, which gives them great influence over anyone in their vicinity.
Elevating Blast
Starting at 1st level, you learn the Eldritch Blast cantrip. You may choose another Warlock cantrip if you already know how to cast Eldritch Blast. Additionally, any time that you cast the Eldritch Blast spell, you may target a creature within 30 feet of you that you can see, granting them a bonus equal to your proficiency bonus on the next saving throw that they make within 1 minute.
Infectious Smile
Starting when you choose this patron at 1st level, you learn how to lower the defenses of your enemies by charming them with your smile. You may expend a spell slot as an Action, targetting a number of creatures within 30 feet of you no greater than your proficiency bonus. Each targeted creature has its AC lowered by 1 for 1 minute.
The AC reduction increases as you gain Warlock levels: -2 AC at 6th level, -3 AC at 12th level, and -4 AC at 18th level.
Charming Demeanor
By 6th level, your charisma can give you an edge in combat, with your enemies occasionally being stunned by your presense. You may add your Charisma modifier to your initiative checks.
Also, any creature within 30 feet of you who can see you at the start of combat must make a Wisdom saving throw against your spell save DC. A creature that fails this saving throw is surprised during the first round of combat.
Trustworthy
Beginning at 10th level, you have a way with words which tends to make others naturally trust you. You have advantage on Charisma skill checks made against creatures who are not hostile towards you or engaged in combat. Insight checks made to determine your true intentions are also made with disadvantage.
Kiss of Death
At 14th level, you learn how to bring death merely with your touch. You may cast the Power Word Kill without using a spell slot, with the following changes:
The spell level is equal to your highest spell slot available.
The amount of hit points for the target to have in order to be affected is equal to 20 x your proficiency bonus.
You may use this feature a number of times equal to your Charisma modifier (minimum 1), and regain all expended uses at the end of a long rest
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