TEXT: TiThi LuadThong
  p a t r e o n  e l i t e
  SCROLL Of LOVE
  s p e l l s  o f  r o m a n c e  a n d  e m o t i o n
  
  2
  Scroll of Love
  any a poet or artist has claimed there 
  to be no greater force in the multiverse 
  than love. And though the multiverse 
  is littered with unfathomably power-
  ful forces, a learned wizard or cleric 
  of a certain deity can attest to the true 
  power of love, woven with the magics of the cosmos.
   A peasant’s understanding of this magic starts and 
  ends with the whispered idea of love potions, of spells 
  that compel one person to like another. But such spell-
  craft is like a brutal, blunt instrument when compared 
  with the sheer variety provided by the magic of romance. 
  As with art and other creative endeavors, love’s magic 
  inspires and enlightens, creates compassion and 
  companionship, and holds direct sway over the things all 
  creatures care about.
   This supplement contains 10 new spells and one 
  returning subclass that allow you to make love a more 
  tangible, mystical force in your games, as well as a spell 
  list that distributes these new spells to existing canoni-
  cal and Walrock Homebrew classes.
  Spell Lists
  Included here are additional spells, sorted 
  into spell lists which allocate the spells to 
  specific classes. A spell’s school of magic is 
  noted in parentheses after its name. If a spell 
  can be cast as a ritual, the ritual tag also 
  appears within the parentheses.
  Artificer Spells
  This class is found in Eberron: Rising from 
  the Last War.
  Cantrips (0 Level)
  Greta’s Gracious Gift (divination)
  1st Level
  Alter Beauty (illusion)
  2nd Level
  Ricardo’s Romantic Reverie (conjuration)
  3rd Level
  Echoes of Emotion (divination)
  5th Level
  Conjure Conveyance (conjuration)
  Augmented Spells
  This class is found in the Augmented supplement, 
  located on the DM’s Guild.
  3rd Level
  Echoes of Emotion (divination)
  Bard Spells
  Cantrips (0 Level)
  Greta’s Gracious Gift (divination)
  1st Level
  Alter Beauty (illusion)
  Detect Desire (divination)
  Festoon (illusion)
  Harmonious Memory (enchantment)
  2nd Level
  Ricardo’s Romantic Reverie (conjuration)
  3rd Level
  Echoes of Emotion (divination)
  Visions of Affection (illusion)
  M
  aLexandra PeTruk
  Patreon Backer exclusive
  The spell and subclass options listed here are compiled as an 
  exclusive feature for our Patreon backers of Elite ($10/mo.) level 
  and above.
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  3
  5th Level
  Conjure Conveyance (conjuration)
  Love Lost (enchantment)
  Cleric Spells
  Cantrips (0 Level)
  Greta’s Gracious Gift (divination)
  1st Level
  Detect Desire (divination)
  Harmonious Memory (enchantment)
  3rd Level
  Echoes of Emotion (divination)
  Visions of Affection (illusion)
  Druid Spells
  1st Level
  Detect Desire (divination)
  Festoon (illusion)
  Harmonious Memory (enchantment)
  3rd Level
  Echoes of Emotion (divination)
  Paladin Spells
  3rd Level
  Visions of Affection (illusion)
  Ranger Spells
  3rd Level
  Echoes of Emotion (divination)
  Sorcerer Spells
  1st Level
  Harmonious Memory (enchantment)
  3rd Level
  Visions of Affection (illusion)
  5th Level
  Love Lost (enchantment)
  Warlock Spells
  1st Level
  Alter Beauty (illusion)
  Harmonious Memory (enchantment)
  3rd Level
  Visions of Affection (illusion)
  5th Level
  Love Lost (enchantment)
  Witch Spells
  This class is found in the Witch supplement, located on 
  the DM’s Guild.
  Cantrips (0 Level)
  Greta’s Gracious Gift (divination)
  1st Level
  Alter Beauty (illusion)
  Detect Desire (divination)
  Festoon (illusion)
  Harmonious Memory (enchantment)
  3rd Level
  Echoes of Emotion (divination)
  Visions of Affection (illusion)
  5th Level
  Conjure Conveyance (conjuration)
  Love Lost (enchantment)
  Wizard Spells
  Cantrips (0 Level)
  Greta’s Gracious Gift (divination)
  1st Level
  Alter Beauty (illusion)
  Detect Desire (divination)
  Festoon (illusion)
  Harmonious Memory (enchantment)
  2nd Level
  Ricardo’s Romantic Reverie (conjuration)
  3rd Level
  Echoes of Emotion (divination)
  5th Level
  Conjure Conveyance (conjuration)
  Love Lost (enchantment)
  
  4
  Spell Descriptions
  The spells are presented in alphabetical order.
  Alter Beauty
  1st-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: 1 hour
  As part of the casting of this spell, touch a willing crea-
  ture (which can be yourself). With illusory flourishes, 
  you use the spell to either hide or accent the creature’s 
  blemishes and good features, making the creature 
  appear your choice of either more or less beautiful. 
  Within this spell’s duration, you can end the spell’s 
  effects on a creature at any time with no action.
   A creature made to appear more beautiful may seem 
  to be wearing finer clothes, have better teeth, clearer 
  skin, and otherwise be more clean and refined. A crea-
  ture made to appear less beautiful could be missing 
  teeth, carry warts or other blemishes, and might have 
  their clothes look to be torn, filthy, and tattered.
   Whatever your choice, this magic also makes a crea-
  ture look as though they live a certain lifestyle you select 
  (see the Player’s Handbook, p. 157, for examples of 
  lifestyles). For the duration, that creature has advantage 
  on all Charisma checks to appear to belong with others 
  of that or similar lifestyles, and may have advantage on 
  other checks made to fit in, at your DM’s discretion. 
  As examples, a creature appearing to lead an aristo-
  cratic lifestyle might have advantage on a Persuasion 
  check to pass itself off as a member of high society at 
  an elegant gala, while a creature seeming to live a poor 
  lifestyle could have advantage on an Intimidation check 
  to enter into a rough-and-tumble thieves’ guild.
   A creature that suspects the presence of illusion 
  magic can use its action to make an Intelligence (Investi-
  gation) check against your spell save DC. If it is success-
  ful, the creature discerns the presence of an illusion. 
  This spell does not give advantage on any checks made 
  against a creature that knows of the illusion.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, it can affect one addi-
  tional creature for each slot level above 1st. Further, 
  when cast with a spell slot of 3rd level or higher, the 
  spell’s duration becomes 8 hours.
  Conjure Conveyance
  5th-level conjuration
  Casting Time: 1 minute
  Range: 30 feet
  Components: S, M (a thin, narrow slab of black mate-
  rial ½ foot long, and 10 gp which the spell consumes)
  Duration: 8 hours
  You conjure into existence your choice of either a 
  carriage, rowboat, sled, or wagon at a point you see 
  within range with enough area in which to accommo-
  date the chosen vehicle.
   You decide the general appearance of the vehicle 
  when you conjure it, but it is always made of wood and 
  sized as a typical vehicle of its type. The vehicle is able 
  to carry up to 6 creatures, their gear, and an additional 
  500 pounds of cargo. If the vehicle travels on land, it has 
  a speed of 100 feet, and it can travel 10 miles in an hour, 
  or 13 miles at a fast pace. If it travels on water, it has a 
  speed of 50 feet and can travel 5 miles in an hour. The 
  vehicle has an AC of 11 and 50 hit points. If the vehicle 
  is destroyed, the spell ends.
   While this spell’s caster is aboard the vehicle, they 
  can use an action to instruct the vehicle to travel to a 
  named destination the caster is familiar with, that the 
  vehicle can physically reach within the spell’s duration. 
  The spell’s caster can also specify whether the vehicle 
  should use the quickest or safest route, and inherently 
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  5
  knows if such routes are possible within the spell’s dura-
  tion. The spell’s caster is not able to directly control the 
  vehicle, but can use another action to change its destina-
  tion once each hour, or an action at any time to halt or 
  restart the vehicle. When the vehicle reaches its destina-
  tion, it begins to gradually vanish over the course of 10 
  minutes. Once the vehicle has vanished, the spell ends.
   This spell also conjures an invisible creature to move 
  the vehicle, which is Large and horse-like if the vehicle 
  travels on land, or Medium and humanoid if the vehicle 
  travels on water. In either case, the creature has an AC 
  of 10, a Strength score of 16, a hit point maximum of 
  13, and is permanently affixed to the vehicle. 
  If the creature is reduced to 0 hit points, it dissipates 
  and the vehicle stops moving. If the creature dissipates, 
  this spell’s caster can undertake a 1 minute long ritual 
  while standing within the vehicle to conjure another 
  such creature. Upon the ritual’s completion the crea-
  ture is conjured affixed to the vehicle, restored to its hit 
  point maximum.
   At Higher Levels. When you cast this spell with a slot 
  of 6th or 7th level, its duration becomes 24 hours. When 
  you cast this spell with a slot of 8th level or higher, its 
  duration becomes 30 days. If you cast the spell with a 
  slot of 8th level or higher, you can also choose to instead 
  conjure a hot air balloon, which has a speed of 150 feet 
  and can travel 15 miles in an hour, and comes with an 
  invisible humanoid pilot (as with a water vehicle).
  Detect Desire
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  For the spell’s duration, you can detect desires that 
  concern creatures or objects within 120 feet of you. 
  Using an action or as part of the action used to cast this 
  spell, you can choose and focus upon a target you can 
  see within this radius, which must be a creature with an 
  Intelligence score of at least 8 or an object. If you have a 
  target with this spell already, you can also use an action 
  to change your focus to a different target within these 
  same parameters. 
   When you first focus on a target, you learn if there is 
  a powerful desire regarding the target held by a crea-
  ture within 5,000 feet of yourself. This desire could also 
  regard an event or ideal that the target represents. For 
  example, focusing on a symbol of an occult god can 
  reveal a creature’s desire to complete an ancient ritual, 
  or focusing on a local magistrate can reveal another 
  creature’s intense desire for revenge against that indi-
  vidual. If multiple desires exist concerning a target, you 
  only sense the strongest.
   When focusing in this way, you initially learn no infor-
  mation beyond the vaguest sense of the desire in ques-
  tion. If you spend one minute within the spell’s duration 
  directly interacting with the target, you can learn an 
  additional piece of information of your choice concern-
  ing the desire, from the following list:
  •
  A general description of the creature experienc-
  ing the desire.
  •
  A nebulous idea of how any plans regarding the desire 
  are intended to be accomplished.
  •
  The nature of a second, lesser desire involv-
  ing the target.
  You can only learn one of these pieces of information 
  regarding a particular target every 7 days.
  Echoes of Emotion
  3rd-level divination (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (shards of a shattered mirror 
  worth at least 10 gp, ground into dust, which the 
  spell consumes)
  Duration: Concentration, up to 1 minute
  You tap into the emotional resonance of your location, 
  revealing the most emotionally-charged event to have 
  occured in the past year within a 500 foot radius of 
  where you are situated when you cast this spell. This 
  event is depicted within this radius for the spell’s dura-
  tion, and the spell ends early if you leave this radius 
  while the spell is active. If the area has no events of 
  emotional significance that have occurred within the 
  past year, the spell fails to cast, though it does not 
  consume a spell slot or material components.
   This event is only visible to yourself and willing 
  creatures you designate that remain within this radius, 
  who see the event played out by illusions representing 
  creatures, objects, and structures important to the event 
  itself. The illusions are intangible and all creatures 
  involved know them for what they are, but the illusions 
  can make sounds and interact with their environment 
  in a convincing fashion. The illusions are fairly accu-
  rate to the events that occured, but are most accurate 
  where there is the greatest concentration of emotion. A 
  bereaved father may be depicted in stunning detail, but 
  his attending servants may not be.
   Further, only a significantly emotional event will be 
  portrayed by this spell, and the spell’s caster has no 
  control over which event the spell chooses to display. For 
  example, this spell could depict a heartfelt confession of 
  love or a furious vengeful murder, but would not (usual-
  ly) show an arranged political marriage or an unfeeling 
  assassination, unless there are hidden emotional factors 
  that make these events significant in that way.
  
  6
  Festoon
  1st-level illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: S, M (a flower or streamer)
  Duration: 1 hour
  You create inconsequential decorations (such as 
  banners, streamers, flowers, lights, or similar) that are 
  placed in locations of your choosing along walls, ceil-
  ings, or other surfaces inside a 60-foot cube within 
  range. The decorations feel real to the touch and can 
  even elicit smells, but attempting to move a decoration 
  from where it is located reveals it to be an illusion, and 
  causes it to fade out of being.
   The decorations arrange themselves to best deco-
  rate a space, and will not obscure objects, creatures, 
  hazards, or other features of an area. You can use an 
  action at any time within the spell’s duration to add 
  extra (non-obscuring) decorations within its area, create 
  harmless sensory effects that affect the decorations 
  (such as a slight gust of wind), or to remove certain 
  decorations or end the spell entirely. 
   At Higher Levels. When you cast this spell with a 
  slot of 2nd level or higher, you can increase the size of 
  the cube that contains its effect by 30 feet for each spell 
  level above 1st. Additionally, when cast this spell with 
  a spell slot of 2nd or 3rd level, the duration becomes 8 
  hours. This becomes 24 hours when cast with a spell 
  slot of 4th or 5th level. When cast with a slot of 6th level 
  or higher, the spell instead lasts until it is dispelled.
  Greta’s Gracious Gift
  Divination cantrip
  Casting Time: 1 minute
  Range: 120 feet
  Components: M (a small empty box)
  Duration: Instantaneous
  You focus on and target a single creature you 
  can see within range, with an Intelligence of 
  at least 8, for the entirety of the spell’s casting 
  time. Upon the spell’s completion, you gain 
  a general knowledge of where to 
  find a gift of good quality for the 
  creature in question. Once you 
  target a creature with this spell, 
  you cannot target that creature 
  again for 7 days. You can only 
  know the general location of 
  one gift at a time, and using this 
  spell a second time while you 
  already know the location of a gift 
  removes your knowledge of the 
  first gift’s location.
   You immediately know the 
  distance and direction to an area 
  100 feet in diameter in which the 
  gift is located, within 10 miles of 
  your position when you finish cast-
  ing the spell. If no such gift exists within 10 miles, the 
  spell fails. You do not know the exact nature of the gift 
  after casting this spell, but when you physically see the 
  gift, you will immediately know it for what it is. 
   The gift may have to be earned through currency or 
  deeds, but usually does not cost more than 1 hour of 
  effort, or currency equal to 10 gp + an additional 10 gp 
  for each level or CR of the creature beyond 1. 
   Gifts may also sometimes not be physical objects, but 
  rather tasks that can be undertaken for the benefit of the 
  target creature or those it cares about. You know such a 
  task to be the gift indicated by this spell when you come 
  across the opportunity to take on the task. Once you 
  locate this task, it takes about 1 hour to complete. When 
  the task is complete, you can present this gift by either 
  informing the target creature of the completed task, or 
  showing the target a token of the task’s completion.
   After receiving a gift, a creature that is indifferent 
  towards you almost always becomes friendly, while a 
  creature that is hostile usually becomes indifferent or 
  possibly friendly towards you. In any case, a gift does not 
  cause a creature to forsake its previous loyalties, merely 
  regard you more favorably.
  Harmonious Memory
  1st-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a memento of bygone times)
  Duration: 1 minute
  You touch a willing creature with an Intelligence of 8 or 
  greater as part of the casting of this spell. For the next 
  minute, that creature enters into a dreamlike trance, 
  unaware of the world around it, and is considered to 
  be unconscious.
   While in this trance, the creature experiences one 
  of the happiest memories of its life, chosen at random, 
  as if it was there as an active participant. 
  The creature perceives time differently 
  while in this trance, and can experience 
  TanaforTuna
  
  7
  up to 8 hours of its memory within the spell’s one 
  minute duration.
   The memory is accurate to the creature that experi-
  enced it, and certain events may be misremembered 
  or misconstrued. The creature has full freedom to act 
  within the memory and has full knowledge of the reality 
  of what it is experiencing. The memory will modify itself 
  to accommodate any differences in the creature’s behav-
  ior from what it did during the original event, but severe 
  deviations from the creature’s past actions may cause 
  the memory to fall apart, ending the spell early.
   After the creature wakes from this trance, it gains 
  inspiration. If it is thematically appropriate, the crea-
  ture can also attempt a DC 15 Wisdom (Insight) check, 
  learning something new about its memory on a success. 
  A creature can only be affected by this spell once every 
  7 days, and attempting the spell on that creature again 
  during this time expends the spell slot with no effect.
  Love Lost
  5th-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a broken locket, or another 
  destroyed romantic trinket)
  Duration: Concentration, up to 1 minute
  You point and a target creature you can see within range 
  that has an Intelligence score of at least 8, and attempt 
  to remove all of its knowledge of its greatest desire. The 
  creature must make a Charisma saving throw, and if it 
  fails, it takes 6d8 psychic damage as you pull its greatest 
  desire from its mind.
   A creature that fails this save also begins weeping or 
  otherwise mourning the loss of its desire. For the spell’s 
  duration, the creature reduces its movement speeds 
  by half, has disadvantage on any attacks it makes, and 
  attacks made against the creature have advantage. At 
  the end of each of the creature’s turns, it can repeat this 
  saving throw, ending this spell on a success. When the 
  spell ends, the creature regains knowledge of its desire.
   If a creature fails this initial saving throw, you also 
  gain knowledge of the creature’s greatest desire, which 
  may be partial or incomplete. You know with certainty 
  the focus of the creature’s desire, be it an object, an 
  ideal, an event, or another creature, as well as what the 
  target creature plans to do within the next 24 hours to 
  get closer to attaining that desire.
   A creature that succeeds on the initial saving throw 
  takes half the spell’s damage, and the spell ends with no 
  further effects. 
   At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d8 for each slot level above 5th.
  Ricardo’s Romantic Reverie
  2nd-level conjuration
  Casting Time: 1 minute
  Range: 150 feet
  Components: S, M (a bouquet of fresh flowers and 
  a bottle of fragrance worth at least 100 gp, both of 
  which the spell consumes)
  Duration: 1 hour
  When you cast this spell, choose one of the following 
  effects for the spell to conjure in an open location of 
  your choice that you can see within range. Anything 
  conjured by this spell lasts for the duration, and 
  dissipates afterward, or when you use an action to 
  end the spell.
   Dance Floor. A square dance floor up to 30 feet on 
  each side appears, including decor of your choosing and 
  magical lighting. The color and brightness of the light-
  ing can be adjusted with a bonus action on each of your 
  turns, but it only ever illuminates the area of the dance 
  floor. If music is present, a bonus action can be used to 
  synchronize the lighting with the songs being played, 
  potentially causing the dance floor to change colors in 
  time with the melody.
   Meal for Two. You manifest a small, circular table 5 
  feet in diameter and two chairs. These can be of any 
  mundane, non-precious material, and can be formed 
  and decorated however you choose. Typical decorations 
  include a candelabra (with candles), a fine tablecloth, 
  cushions, or similar. 
   When it is conjured, atop the table rest two menus 
  detailing a small assortment of fine cuisine and beverag-
  es (the specifics are of your choosing). A creature sitting 
  in one of the chairs can speak aloud the name of one of 
  the items on the menu, as well as one of the beverages, 
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  8
  which will be conjured on the table in front of their chair 
  after 10 minutes. No matter how this spell is used, it will 
  only ever conjure food or drink for two creatures. This 
  food provides enough nourishment for one day.
   Musical Entertainment. Up to five instruments of 
  your choosing appear, and begin playing a song of your 
  choice. You can use a bonus action to adjust the volume 
  of the music, stop or start it altogether, or change the 
  song being played. If a creature is playing a song in the 
  area, you can also use a bonus action to instruct the 
  instruments to play an accompaniment to that song.
   Spirit Show. You conjure a stage that measures 60 
  feet by 20 feet, and is 3 feet high, complete with illu-
  sory set dressing, magical lights, and a spectral curtain. 
  Spirits from the Feywild manifest as actors, and put on 
  a production. You choose the genre of the production 
  when you select this option, but cannot control or direct 
  the story the spirits decide to present in any way. The 
  spirits respond to cheers or jeering, but will not attack, 
  and return to the Feywild if they receive any damage.
   At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the duration of the 
  spell increases by up to 1 hour for each two spell levels 
  above 2nd. You can also manifest one additional listed 
  effect of your choice for the duration, for each two spell 
  levels above 2nd.
  Visions of Affection
  3rd-level illusion
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: S, M (a locket or other romantic trinket)
  Duration: Concentration, up to 1 minute
  When you cast this spell, the emotional radiance of love 
  cascades from you in waves. Creatures with an Intelli-
  gence score of at least 8 within this spell’s radius, other 
  than those you designate, perceive visions of positive 
  affections they have experienced in the past. These are 
  usually romantic, amicable, or familial in nature. These 
  visions are different for each creature, and no creature 
  can see another creature’s visions.
   An affected creature knows the visions to not be real, 
  but they are still distracting, pulling from a creature’s 
  memories to duplicate voices, smells, or tactile sensa-
  tions. When an affected creature starts its turn in this 
  radius, it must make a Wisdom saving throw to fully 
  ignore the visions. On a failure, that creature’s attacks 
  are made with disadvantage until the start of its next 
  turn, and opportunity attacks against the affected crea-
  ture are made with advantage. If a creature that fails this 
  saving throw is concentrating on a spell or similar effect, 
  that concentration ends.
  Additional Subclass
  Also included in this supplement is an extra Sacred 
  Oath option for the paladin: the Oath of Love, which can 
  be taken in place of other Sacred Oath options at 3rd 
  level. Featured previously on Walrock Homebrew, this 
  Oath has been reworked significantly, and appears here 
  in a fully rebalanced form.
  Paladin: Oath of Love
  Love is the foundation on which all life, all civilization is 
  built, and is the wellspring from which comes all art and 
  song. To have love is to know true beauty and serenity of 
  a kind that every thinking being seeks to achieve, from 
  gods to mortals. As with all things of worth, though, love 
  takes work, and when the myriad forces of discord and 
  injustice align themselves against it, love needs able-
  bodied defenders.
   Known as Knights of the Lilac Order or Rose-
  Paladins, paladins that take the Oath of Love do so 
  out of a desire to aid and protect all sentient beings, 
  particularly those whose affections (be they romantic, 
  familial, amicable, or even idealistic) have been placed 
  in jeopardy through the forces of disharmony that chal-
  lenge the world. 
   A paladin that takes this oath is always a defender of 
  life and a champion of all the emotions that go along 
  with living. Festooned with cloaks of violet, white, or 
  pink-scarlet depending on their order and station, pala-
  dins of Love are a highly visible and well-appreciated 
  sight for any creature suffering the woes of the world. 
  Tenets of Love
  Held inscribed in murals and artwork decorating the 
  temples of gods of love, infatuation, and devotion such 
  as Aphrodite, Ishtar, Shelyn, Myhriss, and Sune, the 
  tenets of the Oath of Love exist to ensure the flourishing 
  of both love and life for all who seek them. 
   Fight for Love. More precious than riches, fame, or 
  glory, true love is the font from which all that is good in 
  the world springs. When you find love, either your own 
  or that of others, do all that you can to preserve, protect, 
  and enrich it. 
   Love is Love. Appreciate all forms of love, so long 
  as the expression of that love does not unjustly harm 
  others. A love for land or ideals is just as valid as love for 
  another person. Should you find that you disagree with 
  a specific, non-harmful expression of love on a personal 
  level, find it within yourself to respect its sentiments. 
   Life Begets Love, Love Begets Life. Love and life 
  are natural companions, and all life has the potential to 
  bring more love into the world. Do not end life without 
  pressing reason, as an ended life itself can bring no love. 
   Prove Love. Many doubt the power of love, or even 
  the existence of real, true love. To these and other 
  people, be as love itself, and inspire love in all things, of 
  all things. Be the proof in love that they require. 
  
  9
  oath of love features
  Paladin Level Features
  3rd
  Oath Spells, Channel Divinity, Sense Ardor
  7th
  Aura of Affection (10 feet)
  15th
  Radiant Empathy
  18th
  Aura of Affection (30 feet)
  20th
  Endless Devotion
  Oath Spells
  You gain oath spells at the paladin levels listed.
  oath of love sPells
  Paladin Level Spells
  3rd
  alter beauty*, sanctuary
  7th
  calm emotions, warding bond
  15th
  echoes of emotion*, visions of affection*
  18th
  freedom of movement, Mordenkainen’s private 
  sanctum
  20th
  dream, love lost*
  * this spell can be found earlier in this supplement
  Sense Ardor
  Starting at 3rd level, you can expend one use of your 
  Divine Sense feature as an action to cast the spell detect 
  desire, found earlier in this supplement, without expend-
  ing a spell slot.
  Channel Divinity
  When you take this oath at 3rd level, you gain the follow-
  ing two Channel Divinity options.
   Passion’s Providence. As an action, you can use your 
  Channel Divinity and produce your holy symbol, which 
  begins to radiate a sense of harmony and eternal love. 
  A number of friendly creatures up to your Charisma 
  modifier that you choose within 60 feet of you (includ-
  ing yourself) are bolstered by this powerful emotion, 
  gaining an amount of temporary hit points equal to your 
  Charisma modifier + your paladin level, which last for up 
  to one minute.
   Heartbond. Using your Channel Divinity and an 
  action, you touch two different willing creatures, one 
  of which can be yourself, forming a magical emotional 
  bond between them. For one minute, while the bonded 
  creatures are within 30 feet of each other and can see 
  one another, when either of these creatures makes 
  an attack against a target, the other creature can use 
  a reaction to also make an attack against that same 
  target after the first creature’s attack is resolved. This 
  reaction can only be taken by one of the bonded crea-
  tures each round.
  Aura of Affection
  Beginning at 7th level, the love you feel cascades out 
  from you in waves, bringing comfort and vivacity to 
  those around you. Any time a friendly creature within 
  10 feet of you regains hit points, it regains an additional 
  1d8 hit points.
   At 18th level, the range of this aura increases to 30 
  feet, and the additional hit points increase to 1d12.
  Radiant Empathy
  At 15th level, the compassion you carry within your 
  heart is so powerful, your foes find it difficult to do harm 
  to you and your allies. When a creature within 30 feet 
  of you that is not immune to charm effects damages 
  you or a friendly creature within this radius, reduce that 
  damage by an amount equal to your Charisma modifier. 
  Endless Devotion
  Beginning at 20th level, your love resonates in harmony 
  with all creation, allowing you to tap
  directly into the empathic connection between all 
  things. As an action, you gain the following benefits 
  for one minute:
  •
  You glow with a pink, violet, white, or red dim light 
  that extends from you in a 15-foot radius.
  •
  When an ally within 60 feet of you (other than your-
  self) takes damage, you can use your reaction to 
  reduce that damage by half. 
  •
  Each hostile creature that starts its turn adjacent to 
  you and is not immune to being charmed must imme-
  diately make a Wisdom saving throw against your 
  spell save DC. If the creature fails, it drops any weap-
  on it is holding, and it cannot make attacks this turn.
  This effect ends early if you are incapacitated or if you 
  die. Once you use this feature, you can’t use it again until 
  you finish a long rest.
  WarmTaiL
  
  10
  TiThi LuadThong
  credits:
  Thanks once again to our patrons!
  Photoshop & design by Walrock Homebrew
  Visit Walrock Homebrew for more!
  • Blog: walrock-homebrew.blogspot.com
  • Twitter: @WalrockHomebrew
  • Patreon: patreon.com/walrockhomebrew
  • DM’s Guild: walrockhomebrew.com
  Art Credits:
  • Tithi Luadthong, Alexandra Petruk, Hanna Symo, 
   Tanafortuna, and WarmTail
  Thanks to the kind folks of the Discord of Many Things, to /u/
  Smyris for their resource pack, and to /u/skybug12 for their 
  Photoshop guide!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Walrock Homebrew/Scroll of Love - Walrock Homebrew Blog.pdf