Base Class: Paladin
His rapier held aloft in a firm grip, a soft pink-violet radiance begins to stream from a graceful, lithe tiefling. His long indigo cloak training in the breeze, he rushes forward towards two ores now standing in a blithe stupor over a fallen, crying woman. In a gravelly but somehow melodious voice, the tiefling invokes the power of love's justice, and wheels his blade around to meet his nowunsuspecting foes. A female halfling clad in a simple floral dress and chain mail looks upon the grizzled and stoic town guard captain with a gaze full of knowing sympathy. "It's alright," she intones as she approaches, "I can help you find your lost love, and none but us need hear of him." Wielding a tall poleaxe adorned with a banner the color of love, a human female holds back a riotous horde of hobgoblins. As one leaps from the shadows to her side, she wheels around and flashes it a warm smile. The hobgoblin stops dead in its tracks, heart beating with the power of love, and watches through a fugue the beautiful paladin continue to hold back his kin. Love is the foundation on which all life, all civilization is built, and the wellspring from which comes all art and song. To have love is to know true beauty and serenity of a kind that every being seeks to achieve, from gods to kobolds. Like anything worthwhile, 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, or even idealistic) have been placed in jeopardy through the forces of disharmony that challenge 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, paladins of love are highly visible and a 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, 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, and even if you disagree on a personal level, find it within yourself to respect the sentiment.
Life Begets Love, Love Begets Life. All life is born of love of one sort or another, whether weak or strong, good or evil, dedicated or of mere convenience - 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.
Level 3: Oath of Love Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Love Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Color Spray, Charm Person |
| 5 | Calm Emotions, Warding Bond |
| 9 | Tongues, Hypnotic Pattern |
| 13 | Freedom of Movement, Private Sanctum |
| 17 | Dream, Dominate Person |
Level 3: Conquering Passion
As an action, you can imbue your weapon with the harmony and radiance of eternal love. For up to a minute your weapon emits dim light out to 15 feet, and any time your weapon strikes a target and will end a charm effect by dealing damage, you may use your Divine Smite class feature as if you had expended a 1st level spell slot, without expending any spell slots. For the duration of this effect, creatures cannot have advantage on saves to resist being charmed by you. Alternatively, instead of this benefit you may for up to an hour inherently know the general nature of the love life of any nearby creature - about how many years their most recent relationship has lasted, how long since their last major relationship, their romantic predilections, vague gossip, and other similar details.
Hold the Heartless
As an action, you can weave winds that whisper sweet nothings and lover's laughter, alluring to those otherwise immune to the charms of love. Hostile creatures within 30 feet of you that are immune to being charmed must make a Wisdom saving throw. If a creature fails its saving throw, it is enraptured for 1 minute or until it takes damage. An enraptured creature is not charmed, but is incapacitated and may only move if it believes doing so is necessary to prevent itself coming to harm. The creature stares upward in a blithe daydream, suffering disadvantage on Wisdom (Perception) checks, and cannot communicate intelligibly in any way.
Level 7: Lover's Embrace
Beginning at 7th level, you can channel the affection you feel for all things and can magically draw others away from peril to you for caring and protection. As a reaction when an ally within 10 feet of you takes damage, you may reduce that damage by half and teleport them to a space within 5 feet of you.
At 18th level, this aura affects allies within 30 feet of you.
Level 15: Passion's Kindness
Starting at 15th level, the love you feel streams off of you in a miasma, and other creatures find it hard to wish you harm. The first time each round that you are attacked in melee by a creature capable of being charmed, the creature must first succeed on a Charisma saving throw against your spell save DC. If the creature fails, the attack automatically misses you. If the creature succeeds, it rolls its attack as normal.
Level 20: Holy Nimbus
For 1 minute, bright light shines from you in a 15-f oot radius, and dim light shines 15 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, that creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for one minute or until it takes damage, repeating this save at the end of each of its turns.
A creature that saves against this effect may not be subject to it for 24 hours.
Once you use this feature, you can't use it again until you finish a long rest.
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