Base Class: Cleric
"Alright, Business is booming!" "How so, sir?" "Well, my friend, a man came in here and requested every girl in the brothel." "I'm sorry, What? What kind of man is this?"
"He was a man of the cloth."
"WHAT THE ****!"
(Note: the description and features may make this subclass sound like a joke, but this is a serious subclass. I just use a humorous vocabulary to provide some flavor and fun.)
Pleasuredemain
Like legerdemain, but with pleasure. Legerdemain means, "skillful use of one's hands when performing conjuring tricks." At 1st level, you can use your connection to the god you worship, to give people pleasure, just by being within your reach. You can cast Charm Person and Animal Friendship without spending a spell slot and without using components (hey, we don't judge). To cast either spell this way, you must be within melee attack distance of your target.
Channel Divinity: Den of Desire
Starting at 2nd level, you can use your Channel Divinity to trap people in a pleasurable dream.
As an action, you present your holy symbol and create a sphere, centered on you, with a radius of 30 feet. The sphere lasts for 1 minute. Any hostile creature that ends its turn in the sphere must make a wisdom saving throw, whose DC is equal to your spell save DC, or be trapped in a pleasurable dream. While trapped in this way, the creature counts as incapacitated. At the beginning of each of the creature's turns, it can repeat this save, before taking any actions. On a success, the creature wakes, but can be affected by the sphere again at the end of its turn. If creatures incapacitated in this way take damage, they wake from their dream and are immune to the effects of the sphere for 1 hour.
Sweet Talker
At 6th level, you gain such an understanding of all cultures, that allows you to shamelessly flirt in any language. You can speak and understand all languages, but only if you are flirting with the creature you are talking to. In addition, as an action, you can shamelessly flirt with any creature you can see that can also hear you. That creature must succeed on a Charisma save, whose DC is equal to your spell save DC, or be charmed by you for 1 hour. While charmed this way, creatures can understand any languages you speak in addition to their own languages. Also, creatures charmed in this way fall madly in love with you and will do any one thing in their power, provided that action does not go against their beliefs or alignment (for example, you cannot make a lawful good creature steal from someone for you, and one the flip side, you cannot make a chaotic evil creature donate to charity). You can only have one creature charmed in this way at a time.
Favors of the Fairer
Starting at 8th level, whenever you successfully charm using your Sweet Talker feature, you gain a number of favors equal to one-half (rounded up) your Charisma score. These favors can be used to channel your god's power and bestow endowments on yourself and others. You can only hold 20 favors at a time.
Luck's Drawers. For the cost of 5 favors, you can, as a reaction, target a creature who just failed a saving throw or ability check and give that creature an item from Lady Luck's drawers. This item can be any article of clothing and the item gives that creature a reroll of what they just failed. if they fail again, they can choose to don the article of clothing and get 2d4 temporary hit points for 1 minute. Regardless of the outcome, the creature keeps the clothes they were given indefinitely. All clothes given this way lose their effects during the next dawn.
Alone Time. For the cost of 3 favors, you can, as an action, request alone time with a target creature. You must contest Charisma rolls. If you win, you and the chosen creature leave the area and come back somehow feeling refreshed. Both you and your target heal 1d8 + your charisma modifier + the level of the target.
Bold and Beautiful. For the cost of 7 favors, you can, as an action, target one creature and give them the confidence they deserve for being both bold and beautiful. The creature gets +2 to all of their stats for 1 hour. Once this effect ends, they get -2 to all of their stats for 1 hour. You can only use the effect of Favor of the Fairer once per long rest.
May I have this Dance. For the cost of 3 favors, you can, as a bonus action, ask any one creature you can see to dance. That creature makes a charisma saving throw, which they can choose to fail. On a success, the creature refuses your offer. On a failure, the creature accepts your offer and dances with a body double of you created by your favors for 1 minute. While dancing, you have advantage on all rolls made to attack, or otherwise affect that creature, and they have disadvantage on all saving throw that are made in response to one of your features or spells.
A Night of Fun
At 17th level, the powers of the gods of love are ever in your presence. People are clamoring to get your attention, but sometimes you just can't satisfy everybody. So, the gods have given you a way to escape, with a few people along the way. The maximum number of favors you can hold increases to 33.
A Night of Fun. For the cost of 11 favors, you can cast Time Stop. When you cast Time Stop this way, you can choose a number of people up to your Charisma modifier to be immune to the effects of the spell.
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