The oath of luxury is a custom D&D 5e subclass for the paladin.
The paladins of the oath of luxury have abandoned the strict rules of common paladins to pursue the extreme hedonism. They prise the joy of life and the pleasures of the flesh, organizing banquets and party to prise themself. Despite their nature that’s all but evil, many of them falls in the tendrils of the dark queen Glaysa and their servants. A paladin that came in contact with those other-wholly beings can lose its mind or become a flat servant of the demon queen.
Tenets of Devotion
Though the exact words and strictures of the Oath of Luxury vary, paladins of this oath share these tenets (when they are not so drunk, they sometimes managed to remember them).
- Hedonism. Always fulfil the flesh’s desire and the pleasures of life.
- Free Spirit. Do everything to succeeds in your research for pleasure. Law has no meaning but to be used to accomplish yourself.
- Break the Rules. Real exponents of the Oath of Luxury can’t even remember the common rules and tenets of the oath. Break the rules whenever it is convenient, and even these tenets can be forgiven if they obstacle your hedonism.
- Party in the Afterlife. If you manage to travel into the ethereal plane when you are dead, try to continue your research for higher pleasure, and send a cup of beer to your comrade on earth if you can.
Subclass Features
By choosing the Oath of Luxury, you gain the following features at levels 3rd, 7th, 15th and 20th.
Oath of luxury spells
| Paladin Level | Spells |
| 3rd | Charm person, Tasha’s Hideous Laughter |
| 5th | Calm Emotions, Suggestion |
| 9th | Nondetection, Tongues |
| 13th | Compulsion, Confusion |
| 17th | Dominate Person, Modify memory |
Bonus Proficiency
You gain proficiency in three instruments of your choice, and you learn two cantrips of your choice from the bard spell list. At 9th and 17th level you can learn one additional cantrip from the same spell list.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Enrage. As an action you can magically enrage nearby foes. Each creature of your choice within 30 ft. of you must make a Charisma sawing throw, being enraged for the next 1 minute on a failed one. An enraged creature’s alignment becomes chaotic evil, can’t distinguish from ally and enemies, and on each of its turns it must use its action to move towards the nearest creature it can see, with the preference of a creature other than you, and hit it with a weapon attack or an unarmed strike. That creature can repeat the sawing throw at the end of each of its turns, ending the effect on itself a success. A creature that successfully ends the effect on itself it is immune to it for the next 24 hours.
Charm. As an action, you present your better-looking smile to target creature you can see within 5 ft. of you. That creature must succeed on a Charisma sawing throw or is charmed by you for the next 24 hours. If that creature receives any harm, it can repeat the sawing throw, ending the effect on itself on a success. The effect also ends when that creature takes any damage. A creature that successfully ends the effect on itself it is immune to it for the next 24 hours.
Charming Presence
At 7th level your charm is so hight that you, and each ally within 10 ft. of you can’t be charmed by creatures other than yourself. Additionally, whenever a creature in the area tries to charm you, you can use your reaction to force that creature to make a Charisma sawing throw. On a failure, that creature is subjected to its own charm effect in place of you.
At 18th level, the range of this aura increases to 30 feet.
Hedonism
At 15th level your devotion to the dark queen of luxury (or to the beer, choose one) is so hight that you have resistance to poison damage, you can’t be poisoned any longer, and you no longer suffer the penalties of alcohol.
Additionally, you can cast the Create Food and Water spell at will without expendig a spell slot, and you can create beer or wine instead of water.
Too Handsome To Die
At 20th level, as an action, you can channel all your charm to become an avatar of pure handsomeness. For the next 1 minute, you gain the following benefits:
- Whenever a creature targets you with an attack or a spell, you can force it to make a Charisma sawing throw. On a failure, that creature is charmed by you till the start of its next turn. A creature who succeeds the throw is immune to this effect for the next 24 hours.
- You gain a bonus to your weapon attacks and weapon damage rolls equal to your Charisma modifier (minimum of +1).
- If you drop to 0 Hit Points (even if you are killed outright), you can make a DC 10 Charisma saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. The DC resets to 10 when you use this trait again.
Once you use this feature, you can’t use it again until you finish a long rest.
