Escort
Hit Points
Hit Dice: d8 per Escort level
Hit Points at first Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 + your constitution modifier per Escort level after 1st
Proficiences
Armor: Leather armor
Weapons: Simple weapons, whip
Tools: Herbalism kit, healer’s kit
Saving Throws: Charisma, Dexterity
Skills: Choose four from Athletics, Acrobatics, Deception, Insight, Performance, Persuasion, and Sleight of Hand.
Overview & Creation
There are those rumored to be blessed by a mysterious being that only exist in legend, Gaewynn. Those marked by her blessing are said to radiate with a bright light when experiencing the intimate touch of love. These are called Escorts - priests and priestesses of love, warmth, and peace. Their religion was founded many years before the first Escort came to be, and was back then more similar to guidance toward a more humble life. Now it is a grand faith where the blessed priests and priestesses escort those filled with hate toward the light of love.
Class Features
The Light
Beginning at 1st level, whenever you are filled with lust, the proof of your divine devotion toward love will be displayed upon touch, whether it be from another creature or yourself. If touched when aroused, the Escort radiates in a 15 ft wide circle with bright light, and 5 ft dim light. Until you have chosen your desired path of pleasure, the colour of this light is white.
Inspiring Lust
Also at 1st level, you can use a bonus action on your turn to choose one creature other than yourself within 60 ft of you who can hear you. That creature gains one Lustful Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Lustful Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Lustful Inspiration die is rolled, it is lost. A creature can have only one Lustful Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Lustful Inspiration die changes when you reach certain levels in this class as shown in the Escort table.
Distracting Figure
At 2st level, you can use your body to distract, confuse, and otherwise sap the concentration and competence of others. When a creature that you can see within 60 ft of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll 1d6 and subtract the result of the creature’s roll. You must choose to use this feature after the creature makes its roll, but before the DM determines the outcome.
The creature is immune if it can’t see you or if it’s immune to being charmed. This feature can be done by flirting, dancing suggestively, flashing, or putting on other erotic displays.
You may use this feature a number of times equal to your Charisma modifier (minimum of one) and you regain all uses of this feature at the end of a long rest.
Preferred Fetish
At 2nd level, you adopt a preferred fetish as your specialty in intimacy or combat. Choose one of the following options. You can't take a Preferred Fetish option more than once, even if you later get to choose again. Later at 10th level, you get to choose one additional Preferred Fetish.
Submissive: Once per short rest, you can during combat make a Charisma (deception) ability check, with the enemy’s Wisdom as the DC, to appear weak and frail, tricking the opponent to attack the next greater threat.
Dominant: At the start of combat, you gain a +3 bonus to initiative and 5 ft extra movement.
Vanilla: You gain a +1 bonus to five skills of your choice.
Exihibitionist: While you are not wearing armor, your AC is 12 + your Dexterity modifier.
Roleplay: You have advantage on all Charisma (performance) and (deception) ability checks.
Lube lover: You do not suffer any movement penalties by walking on slippery surfaces. Additionally, once per long rest you get advantage on one Dexterity saving throw.
Path of Pleasure
Once you reach 3rd level, you will be granted the choice of further deepen your faith in Gaewyn. In doing so, you must choose a path that shall determine in what form and shape you shall spread your love. The choices are; the Path of Leather, Path of Warmth, and the Path of Beasts, all detailed at the end of the class description. Your Path of Pleasure choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Lay on Me
Also at 4th level, your touch has been blessed with regenerative abilities by your gifted light. You now have a pool of healing powers that replenishes when you take a short or long rest. With that pool, you can restore a total number of hit points equal to your Escort level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to neutralize one poison affecting it. You can neutralize multiple poisons with a single use of Lay on Me, expending hit points separately for each one. This feature has no effect on undead and constructs.
Always Lustful
When you reach 5th level, you regain all of your expended uses of Lustful Inspiration when you finish a short or long rest.
Whip it Out
At 6th level, your tool of trade, the whip, becomes easier to handle. When choosing the Attack action with a whip, you may add your Charisma modifier to your damage rolls, which now also deal an additional 1d4 slashing damage.
Agile and Alluring
At 9th level, you are experienced in getting nice and close. You may use Acrobatics instead of Athletics when attempting to grapple a creature. Additionally, you double your proficiency bonus in Acrobatics and Performance.
Healthy Body
At 10th level, your ability to stay healthy where others would get sick is extraordinary. You become immune to diseases and poisons.
Flashing
At 11th level, you can expose yourself in ways that can make even foes lose their wits. As a bonus action you can expose yourself in whatever way you choose to one humanoid creature within a 30 ft range. They must succeed a DC 8 + your Charisma modifier + your proficiency bonus, Wisdom saving throw or become charmed by you until the end of your next turn. The target makes their Wisdom save with disadvantage if this would prolong a charmed effect already cast by you. Creatures that cannot be charmed or see you automatically succeed this save. The range of this ability increases to 60 ft at 18th level.
Intimate Closure
At 13th level, your friends and allies have started to look to you for support. At the start of your turn, you may choose a friendly creature within 20 ft of you. They gain a bonus to all saving throws equal to your Charisma modifier (minimum of one) as long as they stay within this range. In addition, you and all allies in this area have advantage against status effects.
Unearthly Beauty
At 14th level, your body is a work of art. You got all the right stuff in all the right places. Your body is so perfect it hurts to look away. When a creature charmed by you has the effect broken before its duration expires, the target suffers 8d8 + your Charisma modifier psychic damage.
Taking the Initiative
When you reach 17th level, you have become an adept at taking the initiative of the battle into your own hands. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Flexible Movement
Beginning at 18th level, your movements are so evasive and flexible that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Solar Erotica
At 20th level, when you make a short rest and your allies spend hit dice, you may heal your allies up to 20 + your Charisma modifier on top of their original healing done from hit dice. Additionally, your Lay on Me feature can be used as an attack, dealing radiant damage equal to half the amount of hit points you wish to spend upon touch.
Subclass Options
Path of Leather
Radiance of Order
Once at 3rd level, your light feature will change colour from white to purple and expand from 15 ft radius bright light and 5 ft dim light, to 30 ft radius bright light and 10 ft dim light.
Bondage
At 3rd level, you become a true disciple in the practice of your most important tools; whips and tights. Whenever wearing leather armor your AC becomes 13 + your Dexterity modifier. Additionally, your whips now deal an additional 1d4 slashing damage.
Dominance
When you reach 7th level, you are blessed with four spells that will aid you in proclaiming dominance on the battlefield. You can use each spell once before finishing a long rest. Your spellcasting DC is 8 + Charisma modifier + proficiency bonus.
1st level: Snare
2nd level: Alter Self
3rd level: Guardian of Faith
4th level: Dominate Monster
Sadism
At 11th level, when you hit a creature with a weapon attack, you can expend one use of your Lustful Inspiration to unleash a barrage of attacks, dealing an extra 4d4 slashing damage to that target. You can do so only once per round on your turn.
Masochism
At 15th level, as a bonus action, you can inflict harm upon yourself by rolling your current damage dice, adding twice the damage dealt toward yourself as your bonus damage on your next weapon attack. You cannot bring yourself below 1 hit point with this feature.
You can only use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses after finishing a long rest.
Path of Warmth
Radiance of Trust
Once at 3rd level, your light feature will change colour from white to yellow and expand from 15 ft radius bright light and 5 ft dim light, to 30 ft radius bright light and 10 ft dim light.
Mantle of Closure
At 3rd level, as a bonus action, you can expend one use of your Lustful Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 ft of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
Swift Aid
At 6th level, using the Lay on Me feature heals you for 5 + your Constitution modifier hit points. Additionally, you gain a permanent bonus to your speed equal to +10 ft.
Cloak of Comfort
At 11th level, A wave of healing energy flows out from your body. As an action, you can choose up to six creatures in a 30-foot-radius sphere centered on you. Each target regains hit points equal to 6d8 + your Charisma modifier, and acts as if the lesser restoration spell was cast on them. This feature has no effect on undead or constructs. You can use this feature twice, and you regain all uses of this feature after you finish a long rest.
Revealing
At 15th level, as a bonus action, you can flash your body, assuming an arousing presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must succeed a Charisma saving throw (DC 8 + Charisma modifier + proficiency bonus). On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against you on your next turn. Once you assume this arousing presence, you can't do so again until you finish a short or long rest.
Path of Beasts
Radiance of Chaos
Once at 3rd level, your light feature will change colour from white to green and expand from 15 ft radius bright light and 5 ft dim light, to 30 ft radius bright light and 10 ft dim light.
Wild Companion
At 3rd level, you have come to accept your wild and ferocious personality. You may forge a bond with any willing beast that is no larger than Medium and that has a challenge rating of 1 or lower. It acts independently from you, but obeys your commands. On your turn, you can verbally command the beast where to move. You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your Escort level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. If you don't issue a command, the beast takes the Dodge action.
Primal Instincts
At 6th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks. Additionally, you also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Two is Better than One
At 11th level, you and your animal companion may attack twice whenever you take the Attack action on your turn. Your beast may take the Multi-attack action if possible.
Pack Leader
Starting at 14th level, if you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 ft of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it. This feature can be used once per long rest.
Level | Proficiency Bonus | Feature |
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1st | +2 | The Light, Inspiring Lust (d6) |
2nd | +2 | Distracting Figure, Preferred Fetish |
3nd | +2 | Path of Pleasure |
4th | +2 | Ability Score Improvement, Lay on Me |
5th | +3 | Inspiring Lust (d8), Always Lustful |
6th | +3 | Whip it Out |
7th | +3 | Path of Pleasure feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Agile and Alluring |
10th | +4 | Healthy Body, Inspiring Lust (d10), Additional Fetish |
11th | +4 | Flashing, Path of Pleasure feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Intimate Closure |
14th | +5 | Unearthly Beauty |
15th | +5 | Inspiring Lust (d12), Path of Pleasure feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Taking the Initiative |
18th | +6 | Flexible Movement, Flashing feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Solar Erotica |
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