Love Charm (5e Class)

Love Charm

Love Charmers spread feelings of compassion and unity to even the darkest corners of the planes. Their passion and kindness win over friends and foes alike and makes them a powerful force to be reckoned with.


Mind Essence

Love Charmers use their charm powers to bring foes over to their side and win over distrustful allies, whilst sharing with them their hopes and passion in the form of healing and other boons. They bear no ill will to any race and will attempt communication before violence whenever they can. When it does come down to combat, they employ the flames of love to burn their opponents and bows that force their enemies to cease their aggression.

Creating a Love Charmer

When you create a Love Charmer, it is most important to consider how you obtained your skills. Is it through magical means or through study though experiments ?

Quick Build

You can make a Love Charmer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom or Dexterity. Second.

Class Features

As a Lover Charmer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Lover Charmer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Lover Charmer level after 1st

Proficiencies

Armor: light armor, Staffs
Weapons: Simple melee weapons, martial melee weapons
Tools: Navigator’s Tools
Saving Throws: Wisdom, Charisma
Skills: Medicine and choose 1 from Animal Handling, Investigation, Persuasion, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Lover Charmer

LevelProficiency
Bonus
FeaturesCantrips knownSpells known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, The Heart's Tell222
2nd+2Master of Charm233
3rd+2Charismatic Love, Charmed Path2442
4th+2Ability Score Improvement, Master of Charm Improvement3543
5th+3Charm Reset36432
6th+3Universal Attraction37433
7th+3Charmed Path Feature384331
8th+3Ability Score Improvement, Charm Fire394332
9th+4Manipulation, Master of Charm Improvement31043331
10th+4Charmed Slowdown, Charmed Path Feature41143332
11th+4Charmed Spark412433321
12th+4Ability Score Improvement412433321
13th+54134333211
14th+5Memory Sculpting, Charmed Path Feature, Master of Charm Improvement4134333211
15th+541443332111
16th+5Ability Score Improvement41443332111
17th+6Song of the Heavens415433321111
18th+6415433331111
19th+6Ability Score Improvement415433332111
20th+6415433332211

Spellcasting

See chapter 10 for the general rules of spellcasting and below for the Love Charmer's spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the Love Charmer spell list. You learn additional Love Charmer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Love Charmer table.

Spell Slots

The Love Charmer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Love Charmer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Love Charmer spell list. The Spells Known column of the Love Charmer table shows when you learn more Love Charmer spells of your choice Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Love Charmer spells you know and replace it with another spell from the Love Charmer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Love Charmer spells. Your power comes from training and studying, leading to magical effects into the world around you. Some of these charms requires enemies to make a save DC to resist these magical effects. Charisma is your spellcasting ability, since you are projecting your will into the world around you.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Love Charmer spells. A special trait of the spellcasting focus is that it is stuck to her unless willingly given, or unless her heart is overtaken by hate. Once that happens, her focus may be taken from her involuntarily.

The Heart's Tell

At 1st level You are adept at reading and guiding the emotions of others, gaining proficiency in the Persuasion and Insight skills. Your proficiency bonus is doubled for any ability check that uses either of those skills. You gain a plus 1 to your Charisma Modifier.

You gain the Heart Sight ability. As a bonus action you can touch a creature and magically knows its current emotional state. If the target fails a Charisma saving throw against your spell DC, you also know the creature's Alignment and secret desire, and if they cannot lie to you.

Master of Charm

Beginning at 2nd level, your are able to magically undermine the mental defenses of your foes. When a creature rolls a saving throw against a mind-affecting spell you cast, you can expend one use of your Charm Die. Roll a 1d6 die and subtract the number rolled from the result of the saving throw. You can choose to do so before or after the dice is rolled for the save, but before the DM declares if the save is successful or not.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Charm die changes when you reach certain levels in this class. The die becomes a d8 at 4th Level, a d10 at 9th level, and a d12 at 14th level.

Charmed Path

At 3rd level, you chose a path. Your charms come from love or hate, the choice is up to you. You can be overcome with love, or fall into hate and the depths of her desires. Will you let the unlocking of your soul take over you Or will you try to fight it? You choose your own path that can change that of many others depending on your actions. Choose between Love Soul, and Hate Soul, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th and 14th levels.

Charismatic Love

When you make a check, or save dealing with Charisma you can choose to have advantage for one minute. You can use this as many times as your proficiency bonus before needing a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Charm Reset

Beginning when you reach 5th Level, you regain all of your expended uses of Charm Die when you finish a short or long rest.

Charm Fire

At 8th level You can use your charm die to the damage you deal with any cantrip. You may also choose to cast your cantrips as a bonus action.

Manipulation

As a reaction, you can manipulate an enemies soul up to 60 ft to change the target of an attack. You can do this as many times as your spell modifier.

Charmed Slowdown

Your powers have advanced to the point where you can almost slow a creature to a stop. As an action you can attempt to stop time for a creature within 30 feet of you. On a failed Wisdom saving throw, the creature can not take damage, attack, or move until the start of your next turn. You regain use of this feature after you finish a long rest.

Charmed Spark

The use of your abilities is having long lasting effects on you yourself. Beginning at level 11 you can use your reaction to give yourself advantage on attack rolls, ability checks, saving throws for one round. You can only use this ability once per long rest.

Memory Sculpting

At 14th level, you gain the ability to influence a creature’s mind without them ever becoming aware of it. When you charm one or more creatures, you can alter one creature’s memories so that it never remembers ever being charmed. Additionally, once before the charm expires, you can use your action to attempt to erase additional memories of the time in which they were charmed by you. The creature must succeed on an Intelligence saving throw against your Spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can opt to make the creature forget less than the given time, and the amount of time gained can’t exceed the duration of the charm.

Song of the Heavens

Starting at 17th level, you can use your magic to create divine music. As an action, you produce a song that fills the area around you for the next minute. Anyone who can hear the song is filled with a surge of positive emotion. Allies gain 50 temporary hit points and gain advantage on all saving throws. The song also suppresses any effect that is causing them to be charmed or frightened.

Once you have used this feature, you must finish a long rest before using it again.


Love Soul

Your heart beats with unyielding love, your soul a rainbow of colors and cascading around you like aurora borealis. You will allow your allies to stand tall no matter what they will be facing. By applying your magic you can take control over the battlefield and ensure you will never stand alone. Your heartbeat like a protective aura healing and shielding your allies.

Hardened Heart

Upon choosing this Path at level 3 you gain the ability to protect the souls of your allies. You can use your action to touch an ally and expand their soul outward over them that absorbs all of the damage from the first hit they take, even if they are immune. The spell lasts 1 minute or until the target takes damage. You can use this feature an equal amount to your spell modifier.

Heartbeat Healing

At 7th level you learn to infuse your healing magic with your heartbeat. A number of times equal to your Wisdom modifier, you can cause your heart beat to amplify and heal your allies within 30 feet restoring 2d4 hit points every turn for 2 turns before your heart quiets.

Love trap

From level 10, If struck, their soul now also returns 1d6 worth of damage back at the attacker.

Soul Spark

When you reach level 14 you can draw upon the utmost of your magic in time of need. You can use your reaction to expand your soul in a blast of shimmering lights protecting up to 8 creatures of your choice within 100 feet of you that you can see from falling below 1 hit point for one round. The ward immediately disappears and you suffer a level of exhaustion for every 4 creatures your ward protected, rounded up. You may use this reaction twice.

Hate Soul

Instead of depending on filling your heart with love fill your heart and soul with the pain and anger you have accumulated through the years. You will fling your enemies across the battlefield working your skilled hands in saving your allies when times are at their most desperate. Your skills and knowledge will be there whenever they are called for and you can choose exactly where to use them.

Soul Dash

When you choose this Path at level 3, you learn to push yourself further when necessary. Up to a number of times equal to your Wisdom modifier (minimum once), you can take the dash action as a bonus action. You regain all spent uses upon finishing a long rest.

Weaken

Starting at 7th level, you may attempt to weaken a creature within 30 feet of you as an action. On a failed Wisdom saving throw, you may choose to get rid of one of that creature's resistances for 1 minute. You may use this feature a number of times equal to your Wisdom modifier(minimum of one) and you regain all uses of this feature after you finish a long rest.

Partitioned Soul

Starting at 10th level, as an action, you may give a small portion of your soul to a number of creatures around you, protecting them from harm. 6 creatures of your choice within 60 feet of you gain temporary hit points equal to double your soul manipulator level. You regain use of this feature after you finish a long rest.

Enslave

Starting at 18th level, you may target one creature you can see within 30 feet of you. The creature must make a Wisdom saving throw or be magically charmed by the soul manipulator for 1 hour. The charmed target is under the your control but will not listen to your commands that endanger the target. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. You regain use of this feature after you finish a long rest.

Love Charm Spell List

You know all spells of the Illusion and Enchantment schools.

Multiclassing

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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