Paladin
Base Class: Paladin

The Oath of Indulgence answers the call of those that want to follow their own wants and desires. These paladins seek to live as free a life as possible, so that they can live according to their own wishes. They walk the either dedicated to ensuring indulgence is being enjoyed, and opposing those that would kill the vibe. Often known as the life of the party, these paladins do not typically group up, but when they do a time will most certainly be had.

 

Tenets of Indulgence

Indulgence, Indulgence, Indulgence. To know thyself, is to know when and when not to act upon one’s desires. 

To be correct is to indulge. All creatures have indulgences that should be satisfied however sometimes one’s own indulgences clash with another. It is in these times that the right to indulge must be honored and defended when necessary.

Facilitate Decadence. Everybody is not prepared to follow the path of indulgence, but as one who walks the path you must be willing to escort the willing to the personal sense of indulgence. 

Accountability. Traversing and the path of indulgence is anything but a straight line as such, sometimes what you indulge in can be influenced by those around you. Ultimately, you are responsible for you role in any of your indulging activities.

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Overindulgence. You can use your Channel Divinity to speak a prayer of fulfillment. As an action, you choose one creature within 60 feet of you that you can see. If the creature is normally immune to being charmed they have advantage on the saving throw. That creature must make a Charisma saving throw. On a failed save, a creature becomes susceptible to being charmed by you for 1 minute. If the creature fails by 5 or more, they are instead charmed by you for 1 minute.

Boo, Party Foul. You can use your Channel Divinity to punish those trying to not join in on the indulgence. When a creature succeeds on a saving throw against being charmed by you, you can deal that creature 2d6 radiant damage. This damage increases to 4d6 at 10th level. 

 

Aura of Vibe Check

 Starting at 7th level, as the life of the party you constantly emit an aura of indulging vibes while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a non-allied creature enters your aura for the first time or starts its turn within it, they must make a Charisma saving throw and on a failed save, its speed is reduced to 0 while in the aura and that creature cannot take any reactions until the start of its next turn. 

At 18th level, the range of this aura increases to 30 feet.

 

Deck O’ Debauchery

Starting at 15th level, following the path of indulgence has led you to see the darker side of self gratification. Leaning into that darkness has empowered you with a new strike. As a bonus action, you funnel this dark gratification into a weapon you are holding. Until the start of your next turn, this weapon deals a bonus 3d8 necrotic damage on hit. This damage is doubled to 6d8, if the target is charmed by you.


You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses on a Long Rest.

 

Immoderation Leader

At 20th level, you tap into your innermost instincts to seek out desire, pleasure and decadence and gain the ability to forcefully lead others to the same gratification. As an action, you magically become the avatar of decadence and indulgence, gaining the following benefits for 1 minute:

  • You and your allies within 30ft have advantage on Charisma based checks.
  • All enemies within your 30ft aura have disadvantage on Charisma saving throws.
  • All Charisma-based spellcasters (including you) gain an increase to their spell save DC and spell attack bonus. This increase is equal to {{proficiency/2 @rounddown}}.

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