The Charm Domain is granted by deities of beauty, love, persuasion, passion, influence, and desire. Their clerics wield divine power over the emotions and hearts of mortals. Whether through gentle encouragement or irresistible authority, they understand that the strongest chains are often those willingly embraced.
Some Charm clerics serve as diplomats, matchmakers, peacemakers, and spiritual leaders who foster trust and unity wherever they travel. Others act as courtiers, manipulators, and agents of divine intrigue, guiding the actions of rulers and commoners alike through carefully chosen words and supernatural influence. Regardless of their methods, all understand that emotions can shape the world as surely as any sword or spell.
Domain Spells
1st-Level Cleric (Charm Domain) Feature
DIvine Allure
1st-Level Cleric (Charm Domain) Feature
You are blessed with a supernatural presence that draws others toward you. You gain Proficiency in Persuasion. If you are already Proficient, you gain Expertise instead.
In addition, whenever you make a Charisma (Persuasion), Charisma (Deception), or Charisma (Performance) check, you can add your Wisdom modifier to the roll instead of your Charisma.
Finally, whenever you cast a spell that targets one or more allies, you can choose one affected creature. That creature gains Temporary Hit Points equal to your Wisdom modifier (minimum 1).
Channel Divinity: Captivating Presence
2nd-Level Cleric (Charm Domain) Feature
As an Action, you present your holy symbol and invoke divine fascination. Each creature of your choice within 30 feet that can see or hear you must make a Wisdom Saving Throw. On a failed Save, a creature is
Charmed by you for 1 minute. While Charmed in this way, its Speed becomes 0 and it has Disadvantage on Attack Rolls against creatures other than you. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on a success. The effect ends early on a creature if it takes any damage.
Irresistible Presence
6th-Level Cleric (Charm Domain) Feature
Your divine influence is difficult to ignore. You have Advantage on Throws against being
Charmed or
Frightened.
In addition, when a creature makes a Saving Throw against a Charm effect created by one of your Cleric spells or Cleric features, you can force it to subtract your Wisdom modifier from the result. You can do so a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a Long Rest.
Sovereign of Hearts
18th-Level Cleric (Charm Domain) Feature
Your presence can overwhelm even the strongest of wills. You are Immune to the
Charmed condition.
In addition, creatures Charmed by you have Disadvantage on Saving Throws against your Cleric spells.
Deities of the Charm Domain