Base Class: Cleric
The Lust domain is about the fulfillment of one's passions, the complete embrace of one's desires, and the nurturing of these desires in others. For good or for ill, Clerics of the Lust Domain seek to fulfill others spiritually and physically, to heal or manipulate them. The Lust Domain is rarely granted by good-aligned deities due to the immoral nature of influencing the hearts of others, but is otherwise bestowed by gods of Life, Love, Beauty, Art, or Trickery. Although, it is not unheard of to be granted to the worshipers of Domination, Hedonism, and Pain.
Level 3: Minx's Blessing
You've studied the art of entertainment and persuasion, granting you the ability to draw power from the desire of others.
Whenyou cast a spell using a Cleric spell slot, if the spell requires a target to make a saving throw and your target fails, you may force it to make a Charisma saving throw. If it fails this as well, you regain the spell slot.
You may use this feature a number of times per Long Rest equal to your proficiency bonus.
In addition, you are blessed with greater eloquence. You gain Proficiency in Performance and Persuasion, as well as any two instruments.
Level 3: Lust Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Lust Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Charm Person, Enthrall, Grease Suggestion |
| 5 | Hypnotic Pattern, Vampiric Touch |
| 7 | Charm Monster, Mordenkainen's Private Sanctum |
| 9 | Dominate Person, Dream |
Level 3: Channel Divinity: Lover's Embrace
As a Magic action, you may channel the power of love to either invigorate the hearts of your allies or syphon the souls of your enemies. As an action, you attempt to kiss a living creature you can touch. An unwilling target may make a Charisma saving throw against your Spell Save DC to avoid this entirely. A target automatically fails this if it is Grappled, Incapacitated, Prone, or Restrained. Creatures Charmed by you are willing targets. If your target fails, you may choose to either Invigorate or Syphon them.
Invigorate. The target regains Xd8 Hit Points, where X is your Cleric level. You may force your target to make a Wisdom saving throw or become Charmed by you for a minute. While a creature is Charmed this way, it has Advantage on saving throws to avoid conditions caused by spells cast by creatures other than you.
Syphon. The target takes Xd10 Psychic damage, where X is your Cleric level. You may force your target to make a Wisdom saving throw or become Frightened of you for a minute. While a creature is Frightened this way, it has Disadvantage on saving throws to avoid conditions caused by spells you cast.
If a target succeeds the initial Charisma saving throw, a use of your Channel Divinity is not expended, but you cannot target the same creature against on your next turn.
Level 6: Chain of Passion
When you take a Long Rest, you may choose a creature you are spending this rest with. If it is willing or Charmed by you, you may pander to it in whatever way you see fit for the duration of the rest. Until the end of your next Long Rest, that creature is Charmed by you, is immune to being Charmed in any other ways, and cannot lose the Charmed condition.
You have a special connection with the Charmed creature. You always know if it is on the same plane of existence as you, it's current Hit Points, as well as any conditions or effects it may have. As long as that creature is within 60 feet of you, you may cast spells with the range of touch to target without needing to be beside it.
In addition, you may use your Reaction to reroll one healing or damage die that targets a Charmed or Frightened creature you can see. You must keep the new roll.
Level 17: Pangs of Desire
When you cast a spell using a Cleric spell slot which restores Hit Points or inflicts conditions, you may target an additional creature within the spell's range; provided the spell already has a limit on the number of targets it can have. This does not expend additional spell slots.
You may use this feature twice per Long Rest.
In addition, when you inflict the Charmed or Frightened condition on a target, you may choose to instead make it either Charmed or Frightened until the end of your next turn.
Previous Versions
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2/4/2026 6:33:37 PM
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2/4/2026 7:11:45 PM
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47
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Coming Soon
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