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The Faith of Fervor

Those who are a part of the Faith of Fervor follow the gods and goddesses of the category of Passion.   The gods and goddesses of Passion sew a wide range of feelings into the hearts of mortal beings; they are responsible for feelings of intense love, compassion, admiration, and joy, but they are also to blame for fear, sorrow, suffering, and misery. Members of the Faith of Fervor are prostitutes, matchmakers, lovers, and victims of trauma.  

Deities of Passion

There are five deities whose realms fall under the category of Passion:   Diosos, the god of intoxication and madness, is responsible for horror, rage, madness, alcohol, demons, abstinence, and insanity. Many of his followers are barbarians, serving as bartenders or partiers; some are mentally ill or alcoholics. His clerics and paladins often care for the mentally unstable.   Helni, the goddess of love and generosity, is responsible for altruism, generosity, cooperation, charity, community, and benevolence. She also oversees inner beauty, love, hospitality, kindness, friendship, empathy, and laughter. Beloved by many; her paladins and clerics spread kindness and generosity wherever they go.   Isteli, goddess of vanity and lust, is in charge of companionship, captivation, courtship, desire, lust, vanity, charm, and sexuality. Many of her followers are prostitutes and sex workers, but she is also beloved by newlyweds and courting lovers. Her clerics and paladins often act as matchmakers.   Lhirani, goddess of agony and joy, oversees strong emotions; joy, ecstasy, agony, misery, pleasure, passion, and fury all fall under her purview. She is also responsible for the concept of absolutes. Worshipped by few, her paladins and clerics strive to bring the joys and sorrows of their goddess to all they meet.   Sunar, goddess of desecration and sorrow, is responsible for darkness, violation, shadow, loss, fear, nightmares, sadism, sorrow, suffering, chastity, comfort after trauma, morale, forgiveness, defilement, desecration, hatred, malice, and oppression. Her followers are those who struggle with depression, anxiety, and defilement. Her clerics and paladins lend aid to those who require help in the path to healing.

Granted Divine Powers

The five deities which make up the category of Passion each have their own discrete roles and responsibilities. However, a cleric or paladin is granted powers which relate first to the category under which their god falls, and second to the specific portion of that category which their god is responsible for. As such, those who fall under the category of Love each draw first from the following spell lists and then substitute any ill-fitting spells using spells from a list specific to their deity, at the DM's discretion.  

Cleric: Domain of Passion

At each indicated cleric level, you add the listed domain spells to your spells prepared. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Emboldening Bond

Starting at 1st level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.   You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.  
Channel Divinity: Impulsive Infatuation
At 2nd level, you can use your Channel Divinity to overwhelm a creature with a flash of short-lived but intense admiration for you, driving them to rash action in your defense.   As an action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature is unaffected. On a failure, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a weapon attack against a target you designate. If there are no valid targets, it uses its reaction to admire you.  
Protective Bond
At 6th level, the bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.  
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  
Enduring Unity
At 17th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.   Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:   The creature has advantage on attack rolls, ability checks, and saving throws The creature gains resistance to all damage As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.  

Paladin: Oath of Passion

A paladin who follows the Oath of Passion puts feelings above all else; whether that be their own feelings or those of another. They seek to protect and strengthen the bonds between all of Rothlia's creatures.  
Tenets of Passion
Paladins who follow the Oath of Passion follow three core tenets:   Heart over Mind. Follow your feelings above and beyond all reason; the mind gets confused but your heart will never lead you astray.   Strength in Bonds. Trust in those you are close to; alone you may fall but together you are unbeatable.   Know Your Heart. Know and understand your feelings; they should never be a mystery to you.  
Oath Spells
You gain access to the following oath spells at each level specified in the spell table. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity: Dispel Hatred
Starting at 3rd level, as an action, you can use your Channel Divinity to target one sentient creature within melee range who has not been harmed by yourself or your allies. The target must roll a Charisma saving throw or be unable to muster the emotional energy required to stand against you. This effect ends after one minute or immediately if the target is harmed by you or your allies.  
Channel Divinity: Open Heart
Also starting at 3rd level, you can use your channel divinity to open your heart to another's, allowing you insight into their emotions. If the target is unwilling, they must succeed on a Charisma saving throw in order to avoid being affected. If the target is willing, you succeed automatically. You are granted +6 to Wisdom (Insight) and Intelligence (Investigation) checks relating to your target for one minute.  
Aura of Serenity
Starting at 7th level, you begin to emit a reassuring presence to those around you. You and any allies within 10 feet of you have immunity to being Frightened while you are conscious. At 18th level the range of this aura extends to 30 feet.  
False Conscience
At 15th level, while a creature is under the effect of your Open Heart, you can use a bonus action to warp their emotions. The creature must make a Charisma saving throw or be influenced in your favor. This effect ends after 1 hour.  
Depths of Passion
At 20th level, you have learned to tap into the innate power of your emotions and gained the ability to transform into an avatar of deep emotion. For 1 minute, you gain the following effect:   -You emit bright light in a 15 foot radius, and dim light shines 15 feet beyond that. Any time a creature begins their turn in the bright light, they must succeed on a Charisma saving throw or be charmed by you for one minute or until it takes damage, repeating this saving throw on each of its turns.   Once you use this feature, you can't use it again until you finish a long rest.

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