Charm Domain

Courtly scene representing persuasion and the Charm Domain

The Charm Domain turns supernatural magnetism, persuasion and the power to alter another creature’s attitude into cleric mechanics. Pathfinder 1e focuses on dazing and direct charm effects; D&D 3.5e gives a short daily surge of Charisma.

At a Glance

Divine SphereCharm, persuasion, fascination, beauty, influence and supernatural social power
Typical RoleSocial specialist, controller and face character
Published RulesPathfinder 1e and D&D 3.5e
Modern D&D StatusFull original 2024 and 2014 Charm Domain conversions (GM-approved), not published WotC subclasses.
Typical PatronsAphrodite, Freya, and other deities whose established portfolios include attraction, persuasion or enchantment

Edition Applicability

Modern 2024 and 2014 tabs offer distinct, GM-approved subclasses. Pathfinder 1e and D&D 3.5e use their published domain spell lists but different granted powers and domain-slot systems. Persuasion is not control: even a charmed target retains its own interests and choices.

Charm Domain — D&D 5.5e / 2024

Original campaign conversion requiring GM approval, not an official 2024 Cleric subclass. Select it at Cleric level 3. Divine Order, Blessed Strikes, Channel Divinity uses and your spell save DC come from the 2024 Cleric rules.

2024 Charm Domain Spells

These spells are always prepared at the Cleric levels shown, count as Cleric spells for you and do not count against your preparation limit. Spell levels and effects follow the 2024 rules, even where linked references compare older editions.

Cleric LevelDomain Spells and Use
3Charm Person (win brief trust), Command (an urgent instruction); Calm Emotions (end a confrontation), Suggestion (plant a persuasive course)
5Hypnotic Pattern (hold an audience), Dispel Magic (break an enchantment)
7Compulsion (redirect hostile movement), Freedom of Movement (escape restraint)
9Dominate Person (dire coercion), Modify Memory (alter an account of events)

Level 3: Read the Room

Gain proficiency in Persuasion or Insight. When you make a Charisma (Persuasion) check against a creature that can understand you, you may add 1d4 to the check, after seeing the d20 but before the outcome is declared. You can do this a number of times equal to your Proficiency Bonus and regain all uses after a Long Rest. It cannot turn an impossible request into a reasonable one.

Level 3: Channel Divinity — Open Parley

As a Magic action, expend one Channel Divinity use and choose up to a number of creatures equal to your Wisdom modifier (minimum one) within 30 feet that can hear and understand you. Each target makes a Wisdom saving throw against your spell save DC. On a failure, the target is Charmed by you for 1 minute. It repeats the save at the end of each of its turns and immediately after taking damage, ending the condition on a success. The effect also ends if you or your allies attack the creature. This creates an opportunity to speak; it does not force obedience or make hostile promises binding.

Level 6: Steady Voice

While you are conscious, you and willing allies within 10 feet of you have Advantage on saving throws to avoid or end the Charmed condition. When you cast a spell that ends the Charmed condition on a creature, that creature may immediately move up to 10 feet without provoking Opportunity Attacks. This movement uses the creature’s Reaction.

Level 17: A Moment to Reconsider

Once per Long Rest, when a creature you can see within 60 feet succeeds on a saving throw against a spell of the Enchantment school that you cast, you can use a Reaction to make it reroll that saving throw and use the second result. The creature must have been an eligible target of the original spell and cannot be immune to that spell or to the condition it would impose.

Charm Domain — D&D 5e / 2014

Original campaign conversion requiring GM approval, not a published 2014 Divine Domain. Select it at Cleric level 1. Use the 2014 Cleric spell preparation and Channel Divinity rules; do not use the 2024 progression.

2014 Charm Domain Spells

The spells below are always prepared beginning at the specified Cleric level, and they do not count against the spells you can normally prepare.

Cleric LevelDomain Spells and Use
1Charm Person (win brief trust), Command (an urgent instruction)
3Calm Emotions (end a confrontation), Suggestion (plant a persuasive course)
5Hypnotic Pattern (hold an audience), Dispel Magic (break an enchantment)
7Compulsion (redirect hostile movement), Freedom of Movement (escape restraint)
9Dominate Person (dire coercion), Modify Memory (alter an account of events)

Level 1: Courteous Entrance

Gain proficiency in Persuasion and learn one language of your choice. When you make a Charisma (Persuasion) check to secure safe passage or a chance to negotiate rather than fight, you can add your Wisdom modifier (minimum +1) once per Short or Long Rest. This does not change the attitude of a creature that refuses to negotiate.

Level 2: Channel Divinity — Calm the Room

As an action, expend one use of Channel Divinity and choose creatures you can see within 30 feet, up to your Wisdom modifier (minimum one), that can hear you. Each makes a Wisdom saving throw against your Cleric spell save DC. On a failure, until the end of your next turn the creature cannot take Reactions and has Disadvantage on the first attack roll it makes. Creatures immune to the Charmed condition are unaffected. This is not mind control; it buys a single round to flee or talk.

Level 6: Shared Composure

When a creature you can see within 30 feet fails a Wisdom or Charisma saving throw, you can use your Reaction to add your Wisdom modifier (minimum +1) to its result, potentially turning failure into success. You may do this a number of times equal to your Wisdom modifier (minimum once), regaining all uses on a Long Rest.

Level 8: Potent Spellcasting

Add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Level 17: Master of Accord

Once per Short or Long Rest when you cast an Enchantment spell of level 1 or higher that targets exactly one creature and requires a saving throw, you may target a second eligible creature within 30 feet of the first if both are within the spell’s range. Each target saves separately. This does not extend the spell’s duration, remove Concentration, bypass charm immunity or duplicate area spells.

Charm Domain — Pathfinder 1e

Rules status: published Pathfinder 1e Core Rulebook domain.

Dazing Touch

As a melee touch attack, cause a living creature to become dazed for 1 round. Creatures with more Hit Dice than your Cleric level are unaffected. Uses per day equal 3 + your Wisdom modifier.

Charming Smile

At 8th level, cast Charm Person as a swift action with a save DC of 10 + half your Cleric level + your Wisdom modifier. You can have only one creature charmed this way at a time. You can maintain this effect for a total number of rounds per day equal to your Cleric level; each attempt uses at least 1 round even if the target succeeds on its save.

Pathfinder 1e Charm Domain Spells

1stCharm Person
2ndCalm Emotions
3rdSuggestion
4thHeroism
5thCharm Monster
6thGeas/Quest
7thInsanity
8thDemand
9thDominate Monster

Charm Domain — D&D 3.5e

Rules status: published D&D 3.5e additional domain.

Granted Power

Once per day, as a free action, increase your Charisma by +4 for 1 minute.

D&D 3.5e Charm Domain Spells

1stCharm Person
2ndCalm Emotions
3rdSuggestion
4thHeroism
5thCharm Monster
6thGeas/Quest
7thInsanity
8thDemand
9thDominate Monster

How the Charm Domain Plays

Pathfinder Charm is useful both before and during a fight. Dazing Touch can steal a turn from an appropriate enemy, while Charming Smile gives the cleric a fast social-control option at higher levels. D&D 3.5e is broader outside combat: the Charisma surge strengthens many social checks and Charisma-based abilities at once.

Using Charm Responsibly at the Table

Charm magic changes attitudes or behaviour; it does not erase the difference between persuasion and magical coercion. NPCs may remember what happened when an effect ends, and communities that recognise enchantment magic may treat its misuse as seriously as physical violence or theft.

Who Grants the Charm Domain?

Aphrodite and Freya can support different expressions of charm where attraction, beauty, desire or enchantment genuinely belongs to their established portfolios. The domain should not be assigned merely because a deity is popular or charismatic.

Priests, Temples and Rites

Charm clergy may serve as diplomats, performers, matchmakers, negotiators or ritual specialists concerned with beauty and social bonds. A benevolent cult may emphasise reconciliation and attraction; a darker one may treat influence as domination. Patron and culture should make that difference visible.

What Are Charm Priests Doing Now?

They are negotiating marriages and treaties, exposing magically coerced agreements, breaking dangerous enchantments, competing for influence at courts and investigating people whose sudden changes of loyalty may be supernatural rather than sincere.

Related Domains and Character Options

Rules Sources and Licensing

  • Pathfinder 1e: Dazing Touch, Charming Smile and the spell list follow the Pathfinder Core Rulebook Charm Domain.
  • D&D 3.5e: the Charisma boost and domain spell list follow the 3.5e additional Charm Domain.
  • D&D 2024 and 2014: two complete original campaign conversions requiring GM approval, not published WotC subclasses. Their class-level spell access and features follow the chosen Cleric edition. Links lead to spell references; use that edition’s spell text.

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