Subclass - Oath of Lust
  1. Abilities

Subclass - Oath of Lust

Subclass

Pure ecstasy, unrefined and wild, is what drives those of the Oath of Lust.  Pure joy mixed with adrenaline and madness is so clearly the reason for life, if we had some other purpose then why don't we enjoy it as much.  Paladins of the Red will go to great lengths to experience and spread as much revelry as they can, even in the face of catastrophe.  When they take sides in a conflict it is often to assure victory for whichever side would allow for more unchecked partying or to gain favour with an interesting potential partner.  Some even find pleasure in the thrill of combat or pain of injury leading such paladins to throw their weight behind any cause likely to end in bloodshed.

Tenets of Lust

 

  • Pleasure is the Ultimate Good: What brings a creature pleasure is inherently good and you should always keep this in mind.
  • So it Should be Spread: The more people experiencing pleasure with frequency the better- be the source of that joy.
  • And Experienced: Your own personal pleasure should never be forgotten- pleasure is contagious and being happy can only help spread it

 

Oath of Lust Spells

Level

Spell

3rd

Color Spray, Charm Person

5th

Enthrall, Pyrotechnics

9th

Haste, Thunderstep

13th

Compulsion, Private Sanctum

17th

Dominate Person, Wall of Light

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

 

  • Ecstasy: As an action you may touch a creature filling with utmost pleasure- it makes a charisma saving throw against your spell save dc or are stunned in complete ecstasy until the end of their next turn or until that creature takes damage.  On your turn you may use your action to continue this effect until your next turn.  At the end of the creatures turn they can remake the saving throw, ending this effect immediately on a successful save. Creatures who save still feel the pleasure for as long as you choose to continue it but are no longer stunned.
  • Frenetic Excitement: As an action you summon an aura of wild abandonment to you- as a bonus action you may take the dash action.  Creatures of your choice within 30 feet of you can also choose to join in the frenzy at any time while you frenzy- once a creature has entered this frenzy they stay within it until they use their bonus action to do something other than dash.  This lasts a maximum of one hour- any creature that remains in this frenzy for longer than one minute gains a level of exhaustion.  A creature can not rejoin the frenzy once the effect has ended on them.

 

 

Aura of Recklessness

Excitement is tangible about your person- starting at 8th level creatures within 10 feet of you have lowered inhibitions.  Once per round an ally may cause a d20 they roll to be rolled with advantage- if they do all attacks made against them have advantage and all other d20 rolls they make are made with disadvantage until the beginning of their next turn.  Additionally you may add your proficiency modifier to any skill check attempting to convince a creature within this aura to do something it wouldn't normally consider doing and may add double your proficiency modifier if you could already add your proficiency modifier.  

 

Awakened Want

At 15th level you can inspire romantic fervor in another creature- as an action you touch a creature capable of love and it makes a wisdom saving throw against your spell save dc.  On a failure that creature falls hopelessly in love with another creature of your choice known to the affected creature, how the creature acts towards their new loved one and what they are willing to do depends on the creatures’ attitude and personality- their loved one may have influence over their decisions but no direct control.  On a success the creature becomes permanently immune to this ability.  You can not use this ability again until taking a long rest.

 

Unleashed Passion

At 20th level you can let loose to jump from partner to partner either on the battlefield or at a wild party.  As an action on your turn you unanchor yourself from reality, each turn you may teleport up to 60 feet to a point within 5 feet of another creature. During this excitement you have resistance to non magical damage.  This effect continues for 5 minutes or until you don't teleport during your turn. You can not use this ability again until taking a long rest.

 

Attributes

Unorganized
Church
Church of the Red