Tantric Handbook

by DouglasKim

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The Tantric Handbook

The Tantric Handbook

What is the Tantric Way?

Many players imagine what a day is like for their adventurers in the world's most popular role-playing game, and one such thought, albeit hardly explored in full and many times outright ignored, is that of characters engaging in passionate lovemaking. Also known as sex.

Whereas many would choose to keep that subject on the sidelines, only briefly and hushedly mentioned in passing, some would like to see such moments rendered more frequently and vividly in their games.

If this sounds like your cup of tea, then by all means, join us in an exploration of sex in this game, both as an intimate moment between lovers and as a weapon, to be wielded in combat against foes far and wide.

Speaking of Wide...

If we are talking about lovemaking, we need to talk tool size too. Just as you choose your character's appearance and personality, sexual features, traits and, well, sizes can also be decided upon character creation and shouldn't have a different effect other than narrative descriptions, so don't be afraid of getting too vanilla or too weird, so long as all players set ground rules on what should be allowed or not upon session zero.

Passionate Combat

Many combatants use their sexual drive and knowledge to aid them in all sorts of fights, from back-alley fisticuffs to high octane spell weaving atop of flying dragons, the tantric way of battle has aided and guided many adventures and now, you can find within the next pages a new subclass alternative for your favorite adventurer class featuring new Tantric features. Enjoy responsibly!

Tantric Quirk and Origin

Aside from using sex to empower you in combat and in bed, you also carry that aspect in your everyday life in one way or another.

If you wish, roll on the Tantric Quirk table to decide what behaviors you have as a tantric adventurer or the Tantric Past table to determine where your tantric powers come from. Or roll in both tables if you wish.

Tantric Quirk
d10 Quirk
1 You subconsciously work moans into your speech
2 You're constantly flexing and posing your body
3 When you're asleep, your body keeps pelvic thrusting
4 You always make sexual innuendos
5 You cannot avoid head-turning to check other's bodies
6 You suckle on everything that ends up in your mouth
7 You are VERY sensitive to touch
8 Your legs are always open and spread apart
9 Everything looks like a dildo to you
10 You always carry lubricant and sexual gear with you
Tantric Past

Some past events made a big impression on you that led you into the tantric path. You can either explore options relevant to your background or use the table below to decide both your class and your past or feel free to come up with your own.

2d20 Artificer Past
2 Experiments with aphrodisiacs awakened your powers
3 Your workshop instructor shared their invention ideas with you
4 You always had a knack for finding interesting uses for odd objects
2d20 Barbarian Past
5 You grew up around polygamist relationships that freed your mind from conventional thinking
6 Your tribe treat mating as an animal does, doing it anywhere they please
7 You heard tales of powerful persons with dozens of mates and set out to have even more
2d20 Bard Past
8 You were smitten by a really good pick-up line and started to learn some of your own
9 A famous bard passed down their techniques to you after they settled down
10 You never had a good orgasm with your previous partners and decided to seek out new experiences
2d20 Cleric Past
11 A deity of fertility blessed your birth and early life, now you worship them
12 Once, an outbreak of sexual diseases broke out and you helped treat them
13 You took it upon yourself to educate people about sex and make sure they're doing it safely
2d20 Druid Past
14 Once you were of age, you were allowed to join an adult druidic circle of your choosing
15 You were unhappy with your body and ran away, then a druidic circle took you in and helped you
16 Nature is the only place where you felt truly free to be yourself
2d20 Fighter Past
17 You were defeated in combat by another kinkster and became very intrigued with their techniques
18 During your travels, you met a courtesan who taught you many different things
19 You always had peculiar tastes and slowly started integrating them into your fighting style
2d20 Monk Past
20 Your crush went to a monk monastery and you followed after them
21 During your monk training, you learned how flexible you could become and how to use that
22 You once saw a monk master use their abilities in an intimate manner and wanted to learn it
2d20 Paladin Past
23 You always enjoyed being dominated, one day, a deity granted you powers to further that
24 Once, persecutors stopped you from having a good time, now you use your powers to stop them
25 You practiced doing Kegels and edging so much that you awakened tantric powers
2d20 Ranger Past
26 You always enjoyed analyzing others' sexual behaviors and took that skill even further
27 Nothing annoys you more than sexual activities being interrupted, so you make sure they aren't
28 Once you watched an orgy that lasted for days, and found out you really enjoyed watching it
2d20 Rogue Past
29 When you couldn't get your way, you learned you could use your charms to get things you wanted
30 Once someone beguiled a person close and dear to you, now you do the same to others
31 You are easily smitten by people's charms and will stop at nothing to have your way with them
2d20 Sorcerer Past
32 You were the apprentice of another tantric mage
33 You're a far off descendant of a lust demon
34 You were conceived during an orgy
2d20 Warlock Past
35 You were part of a failed sacrifice to a lust deity
36 A lust demon tried to have their way with you, but you managed to broker a deal with them instead
37 You sold your soul in exchange for being granted your dream body
2d20 Wizard Past
38 You awakened tantric magic after reading erotic books
39 You once went for so long without sex that your body overflowed with tantric energy, awakening your power
40 The first cantrip you ever learned was Mage Hand, and that led into other applications of magic

Class ideas by Brian Hart and Douglas Kim

Artificer

A Tool for every job indeed

Artificers use all manner of mechanical inventions to aid their inventive jobs, but some do indeed mix work with fun.

Aphrodisiac

The Aphrodisiac uses concoctions, tools, and other mechanisms to induce higher levels of pleasure and enjoyment for themselves and their partners, but when playtime is over, instead of shelving a lewd design, they integrate it into their arsenal of tools to combat whoever would oppose them in their path to their next invention.

Aphrodisiac features
Artificer Level Feature
3rd Tools Proficiency, Personal Companion
5th Aphrodisiac Instruments
9th Intimate Companion
15th Aphrodisiac Mastery

Tools Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Alchemist Supplies and Woodcarver Tools. If you already have these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.

Aphrodisiac Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aphrodisiac Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Aphrodisiac Spells
Artificer Level Spell
3rd Grease, Heroism
5th Enhance Ability, Silence
9th Catnap, Tiny Hut
13th Fabricate, Private Sanctum
17th Creation, Skill Empowerment

Personal Companion

Starting at 3rd level, you learn how to make life-like dolls of a malleable, yet durable synthetic material. You can spend time equal to 24 hours divided by your proficiency bonus and 5gp for every 50 pounds of material to make an almost perfect replica of any creature you have met before. These replicas can be propped in any pose and any creature that interacts with them from afar must succeed on an Intelligence (Investigation) check against your spell save DC to recognize the replica as a fake. Physical inspection succeeds on this test automatically.

Aphrodisiac Instruments

At 5th level, you gain the following two new artificer infusions. Additionally, you also gain proficiency with Painter's Supplies.

Wand of Vibration

Item: A wand or rod, such as an arcane focus


The wand starts vibrating in your hand as you wave it around in varying intensities. When you cast a spell from the enchantment school while using this wand as a focus, your spell save DC for that spell increases by 1.


The bonus increases to +2 when you reach 10th level in this class.

Shroud of Pheromones

Item: Any Armor


While wearing this armor, it enhances your natural musk and grants your immediate surroundings a very unique smell. When you target any creature within 5 feet of you with a spell that forces it to make a saving throw, the affected creature has disadvantage on it.


The distance you can affect creatures with increases by 5 feet when you reach 10th level in this class.

Intimate Companion

Starting at 9th level, your personal companion now is a living construct. It is friendly to you and your companions.


In combat, the personal companion will share your initiative count and take its turn right after yours. It can move and use its reaction on it, but the only action it takes on its turn is the dodge action unless you take your bonus action to have it perform a special action.


Controlling and manipulating an intimate companion is a great mental effort. If you fall unconscious, it deactivates until you spend an action to reassert your control of it. You can only control one intimate companion at a time.

Aphrodisiac Mastery

By 15th level, you learn how to automate several functions, and now can control an additional intimate companion. Your intimate companion now possesses a facsimile of prerecorded messages and behaviors and can pass as a living creature for mundane tasks and interactions.


Additionally, you also learn the following artificer infusion.


Fountain of Oil

Item: Any Weapon


When you attack with this weapon, it can spew forth one gallon of an oily liquid, which is enough to cover a 5 ft. area or a medium-sized creature. The oiled area is considered difficult terrain and creatures that step on it must succeed on a Dexterity saving throw or fall prone. A creature that is covered in oil has advantage on grappling checks, but disadvantage on attack rolls until it spends an action to clean themselves of it.


Additionally, this oil is flammable, and if a surface or creature is exposed to it, it is set on fire, causing 5 points of fire damage per turn.


Personal Companion

Unspecified Size Construct, neutral


  • Armor Class 13
  • Hit Points your inteligence modifier + five times your artificer level
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 10 (0) 1 (-5) 5 (-3) 1 (-5)

  • Skills Athletics +4
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages Understands the languages you speak

Taunting Stance. If your personal companion is within 5 feet of you when an attack or targeted spell would hit you, the attacker must succed a Wisdom saving throw against your spell save DC or target your personal companion instead.

Reactions

Grapple. When a creature moves within 5 feet of your personal companion, it can attempt a grapple action against them. If the personal companion fails, it falls prone.

Taunt. When your personal companion is within 15 ft. of a creature that is attempting a concentration saving throw, you can impose disadvantage on that check.

Barbarian

The Power Within

Some barbarians live for the fight, others, fight to live, and claim their hard-earned reward under the covers with their mate or mates.

Path of The Mating

The path of mating has barbarians honing their bodies and using mating techniques against adversaries and foes. Grappling, shoving, and pinning down are their favorite maneuvers. Their fight is fueled by a libido that is fulfilled by their mates, who are either waiting back home, fighting alongside them, or waiting to be claimed, after the barbarian defeats anything that stands between them.

Path of the Mating features
Barbarian Level Feature
3rd Mating Dance
6th Loins of Rage
10th Rough Mating
14th The Mating

Mating Dance

Starting when you choose this path at 3rd level, you can use your mating knowledge in combat when you rage. You can grapple or shove (both to knock an opponent prone or push 5 feet away) any humanoid enemy as a bonus action.

Loins of Rage

Beginning at 6th level, when an enemy humanoid comes within 10 feet of you, you can use your reaction to force them to make a wisdom saving throw or be frightened by you for 1 minute, the humanoid can repeat the saving throw at the end of their turns.


Once the target succeeds on the saving throw, they are immune to being frightened by this feature for 24 hours.


Your save DC is 8 + proficiency bonus + constitution modifier.

Rough Mating

Beginning at 10th level, when you use your Mating Dance feature to grapple or shove any humanoid, you cause damage equal to twice your rage damage.

The Mating

Starting at 14th level, when you are within 5 feet of a prone humanoid, you use a bonus action to attempt to pin them down, the humanoid makes a strength saving throw, becoming restrained on a failure. While restrained by you, the humanoid also has disadvantage on Wisdom saving throws. At the end of each of its turns, the target can make another Strength saving throw. On a success, the effect ends on the target.

Bard

A Stereotype for a Reason

Many a bard have traveled the world and weaved tales that have transcended time itself, and thus, many other bards have attempted to ride in their epic fame and bed unsuspecting local tavern wenches and stable hands, and every now and then, the occasional noble heir or heiress, but even these apprentice bards' biggest conquest shies when compared to the accomplishments and sexual tales of a bard that learned how to seduce and truly enthrall their prospect one-night stands.

College of Seduction

A bard from the college of seduction learns mostly from tales and accomplishment of other bards, learning from their successes and mistakes alike, the stories that local folk tell about them and most importantly, these bard learns best in bed.

College of Seduction features
Bard Level Feature
3rd Star Struck, Universal Charmer
6th Enthrall
14th Silver Lips

Universal Charmer

Love has no barriers, when you join the College of Seduction at 3rd level, you can cast Comprehend Languages once per short or long rest.

Star Struck

When you join the College of Seduction at 3rd level, you can use your bardic inspiration die to cause a creature to become star-struck, forcing it to roll it and reduce it's result from their next attack roll or saving throw while within 60 feet of you.

Fascinate

Beginning at 6th level, you can spend one of your bardic inspiration dies to try to fascinate a target within 30 feet that can see you. Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the paralysis ends on the target.

Silver Lips

Starting at 14th level, when you fail any charisma based ability check or saving throw, you can use a bardic inspiration die and re-attempt the ability check or saving throw.

Alternatively, when you are targeted by a melee weapon attack, you can use your reaction to spend a bardic inspiration die and have the attacker make a Charisma saving throw, causing them to forfeit the attack and getting stunned on a failure until the end of your next turn.

Cleric

Druid

Lovers of all things

Many Druids preach acceptance, love and the preservation of nature, how to coexist with it and thrive alongside the natural world, living in druidic circles and sharing their traditions among themselves. However, some druidic circles teach more than just that.

Circle of Jerk

A druid of the circle of jerk teach openly how to love themselves, their bodies as they are and one another, and how to use this love do defend themselves when needed.

Circle of Jerk features
Druid Level Feature
2nd Natural Form, Au Naturel
6th Accessible Loving
10th One with the Circle
14th Master Debater

Natural Form

When you choose this circle at 2nd level, you learn how to harness the powers of nature around to enhance your capabilities.


While you are not wearing armor, you can expend one use of your Wild Shape feature to gain one of the following benefits, rather than assuming a beast form. This benefit lasts for a minute, or until dismissed.

  • Your body is covered in thick, bulbous roots, granting you a +1 bonus to AC. Whenever a melee attack hits you, the attacker receives piercing damage equal to your proficiency bonus.
  • Your weapons are covered in a sticky sap, which deals an extra 1d6 poison damage on damage rolls.
  • Your hands and feet are wreathed in vines that latch to surfaces, giving you a climbing speed equal to your walking speed.

Au Naturel

Starting at 2nd level, you cannot be forced to wear clothes or armor against your will. You can remove any piece of clothing or armor on you as an action.

Additionally, you can double your proficiency bonus on (Strength) Athletics and (Dexterity) Acrobatics checks against being grappled.

Accessible Loving

Starting at 6th level, you are able to better affect your fellows with beneficial spells, so long as they accept their natural selves.


Whenever you cast a spell with a range of touch to affect an ally, it's range is extended based on the armor they're using.

  • Heavy Armor, touch range.
  • Medium Armor, 15 ft. range.
  • Light Armor, 30 ft. range.
  • Unarnmored, 60 ft. range.

One with the Circle

Starting at 10th level, you can now extend your Natural Form feature to allies, or enhance its capabilities.


You can expend one charge of your Wild Shape feature to grant an unarmored ally one of the effects of that feature. You can have it active on you and only one more ally at a time.


Alternatively, you can instead choose to have two effects active on you at the same time. Doing this will also grant you Blindsight of up to 30 ft. while you are in a natural environment.

Master Debater

Starting at 14th level, you are seen as a higher figure within your circle and your peers count on you for guidance in circle matters.


Whenever you use your Accessible Loving feature to affect another creature, you can expend a Wild Shape charge to mark them as a circle mate for one minute, if they unarmored, you can mark them freely instead. Allies affected by the One with the Circle feature can be freely marked if you choose. You can only mark up to three creatures in this way.


Whenever a marked ally within 30 ft. of you suffers damage of any kind, as a reaction you can end your mark on them to cause one of the following effects.

  • The marked ally is wreathed in roots that drag them 20 ft. in a direction, you choose without triggering attacks of opportunity.
  • The marked ally's arms are enveloped in vines that allows them to use their reaction to make a melee attack against the damage source, if it is another creature.
  • Toxic plants around the marked ally explodes to form a cloud of poisonous gas while keeping them safe from it. Every creature within 10 ft. of the marked ally make a Constitution saving throw against your spell save DC, taking 4d8 poison damage on a failed save, or half on a successful one.

Fighter

Make Love and War

Probably the most vanilla of adventurers are the fighters, they are content with being the majority and well-rounded martial adventurers, but every once in a while, a fighter decides to break out of their shell and start experimenting with things out of their comfort zone, and thus, a Kinkster is born.

Kinkster

The kinkster doesn't start off as one, but instead they acquire tastes and knowledge through their adventures and experiences, either from traveling companions or from local townsfolk whenever they rest at an inn and hire additional services, eventually becoming a kinky fighter.

Kinkster features
Fighter Level Feature
3rd Cock Block
7th Kinky Flash
10th Kink Surge
15th Power Bottom
18th Gimp Is My Kink

Cock Block

Beginning when you choose this archetype at 3rd level, you gain advantage on saving throws against charm effects. Additionally, you can add your proficiency bonus on any damage rolls with whips, such as the riding crop or Cat-of-nine-tails.

Kinky Flash

Starting at 7th level, as an action, you can flash at your opponents in an attempt to confuse them. Every humanoid opponent in a 30 feet cone must make a wisdom saving throw or be momentarily distracted by the show, becoming incapacitated until the end of your next turn, or until they suffer damage.

After that, affected creatures become immune to the effects of Kinky Flash for a week.

The save DC for this feature is 8 + proficiency bonus + your charisma modifier.

Kink Surge

At 10th level, whenever you use your action surge, you are also automatically use Kinky Flash without using your action.

Additionally, opponents that fail the Kinky Flash feature saving throw by 10 or more are also stunned for a minute, repeating the save at the end of their turns.

Power Bottom

Starting at level 15, when you are grappled you gain advantage on attacks against the opponent grappling you and you crit them on a 18-20. You can force an enemy to grapple you, rather than becoming incapacitated, if they failed their saving throw against Kinky Flash.

Gimp is my Kink

At 18th level, while you are wearing light armor, such as leather, you gain +2 AC, +10 movement speed, and you can impose disadvantage against Kinky flash.

Additionally, you can automatically escape from any grappled or restrained condition as a bonus action.

Monk

Another use of the Ki

Many monks train to attain the discipline to feel the flow of ki within creatures and how to manipulate it, learning to use it to enhance their combat abilities, acquire extra endurance for arduous tasks and in general coexist better in the harsh landscape where their distant temples reside at. However, certain monks delve much deeper than others in the study of the flow of ki within bodies.

Way of the Kink

A monk of the Way of the Kink are masters of understanding the body and bending it to their will, and doing so with opponents as well when the situation is dire and calls for it.

Way of the Kink features
Monk Level Feature
3rd Bonus Proficiencies, Closeness of Body
6th Pressure Point
11th New Positions
17th Quivering Body

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don’t already have it.

Closeness of Body

At 3rd level, whenever you use your Flurry of Blows feature, you can replace one attack roll that misses the target with a Dexterity (Acrobatics) check to hit instead.


If you hit a creature in this way, you can move around it without spending movement speed, but without leaving its range.

Pressure Point

At 6th level, you learn just where to touch a creature to bend its will. When you hit a humanoid creature with a melee attack, you can use 3 ki points to attempt to charm it.


The creature attempts a Wisdom saving throw against your Ki save DC, becoming charmed for one hour if they fail.


The effects end immediately if the charmed creature suffers damage.

Ki-ma Sutra

By 11th level, you can tap into another creature's ki flow and subvert it to better suit your needs and unlock a dextrous potential temporarily.


As a bonus action, you can touch a willing creature or one you charmed with your Pressure Point feature and allow them to make a Dexterity (Acrobatics) check with advantage for one minute.


Additionally, you can spend 1 ki point to give yourself or the another creature one of the following benefits until the end of their next turn.

  • The chosen creature has advantage on Dexterity checks and Saving Throws.
  • The chosen creature gains an extra 10 ft. to their movement speed.
  • The chosen creature gains a +2 bonus to AC.

Quivering Body

At 17th level, you master the way of manipulating bodies and the flow of ki within them.


When you touch a willing creature or hit with an unarmed strike, you can spend 5 ki points to cause one of the following effects.

  • A ripple of pleasant sensations invade the creature's body, causing it to regain 4d8 hit points. You can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned.
  • You cause an overflow of sensations through a creature's body, who makes a Constitution saving throw against your Ki save DC or gain one level of exhaustion and fall asleep for one minute on a failed save.

Paladin

The Deities Condone it

Most paladins follow divine order from their deities, seeking a higher purpose and seeing it through with steel resolve and unbreakable determination. Some deities require paladins to banish evil, others want them to do good, some wishes them to protect the natural world, and a few deities of love and passion simply require them to not hold back their innermost lustful desires.

Oath of Kink

Paladins of the Oath of Kink use their acquired knowledge in combat to allure creatures towards focusing on them. Having learned through several foreplay kinks, like chastity, rough dominators and spanking, paladins of this oath excel at taking punishment and forcing their foes to focus their attention on themselves through provocative openings and lowered defenses, but this is all a ruse to smite down enemies of their faith, those who would seek to forbid carnal pleasures and disrupt intimate activities in houses of love across the realms.

Oath of Kink features
Paladin Level Feature
3rd Channel Divinity
7th Safe Word
15th Tank and Spank
20th Aura of Attraction

Oath Spells

When you take this Oath at 3rd level, you gain oath spells at the paladin levels listed in the Oath of the coitus table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd Ceremony, Command
5th Enlarge/Reduce, Warding Bond
9th Aura of Vitality, Motivational Speech
13th Confusion, Freedom of Movement
17th Dawn, Telepathic Bond
Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.


Hit Me, Daddy/Momma. As an action, you make yourself look like a more enticing target, until the end of your next turn any melee attack made against you is made with disadvantage.


Harder, Daddy/Momma. As an action, you can try to allure a humanoid to focus on you. They make a Wisdom saving throw against your spell save DC, if they fail, they are compelled to attack only you until the end of your next turn, and you can reduce that damage by your charisma modifier once per round.

Safe Word

Starting at 7th level, as a reaction from taking damage you state your god's safe word. You heal an amount equal to 1d4 + your charisma modifier and the enemy must make a wisdom save, on a fail they get disadvantage to all attacks against you until the end of their next turn.

(DM optional ruling) saying harder daddy increases the healing to 1d6 + your charisma modifier.

Tank and Spank

Starting at 15th level, when using divine smite and using a 4th or 5th level spell you can replace the smite's damage with half of your missing health (rounded down). If the creature is undead or a fiend, you apply all of your missing health instead.

Aura of Attraction

Starting at 20th level, your aura can secrete a soft pink aroma on an area of 30 ft. around you. Hostile Humanoids that enter this aura must make a Wisdom saving throw against your spell save DC or be under the effects of Calm Emotions. Additionally, undead or Fiends that succeed this saving throw become confused until the end of their next turn.

Ranger

A Hard-Earned Reward

Rangers are defenders of the natural world and the wilds, but also of civilized folk and that way of life, serving as a bridge for both, observing martial techniques from royal warriors and the druidic powers of nature itself. Sometimes though, a Ranger decides that the most important thing to protect is one of the most natural instincts of all.

Lascivious Warden

A Ranger that decides to protect the art of lovemaking and protecting those who engage in those activities more often than their peers is known as a Lascivious Warden, a warrior trained in many pleasuring techniques and druidic magics that enhance such activities and knows how to employ them in and out of confrontations with those that would disrupt a most natural tradition.

Lascivious Warden features
Ranger Level Feature
3rd Natural Knowledge
7th Mind Over Body
11th Watchful Eye
15th Vouyer

Natural Knowledge

At 3rd level, as a bonus action, you can examine any creature within 60 feet of you to determine: their gender, if they have had sexual intercourse within the last week, if they have offspring and how many, even through illusory effects.


Additionally, you have advantage on saving throws against being charmed, frightened and gain the defense fighting style.

Mind over Body

Starting at 7th level, you can use an action to end a charmed or frightened condition on yourself or any ally within 5 feet of you.


Additionally, you gain resistance to Psychic damage and cannot be put to sleep against your will.

Watchful Eye

At 11th level, whenever you are forced to make an Intelligence, Wisdom or Charisma saving throw, you can add 1d6 to the roll. Alternatively, if a creature within 30 feet of you is subjected to an Intelligence, Wisdom or Charisma saving throw, you can use your reaction to become the target of the effect instead.

If you succeed, you both become immune to the effect you saved against and cannot use this feature again until you finish a short rest. If you fail, you can use this feature again the next time you are subjected to another saving throw.


Vouyer

At 15th level, you can use an action to vanish as if under the effects of Greater Invisibility, which lasts for one minute and requires you to maintain concentration as if you had cast the spell yourself. While invisible in this way, you cannot affect or be affected by spells, items, features or actions with or by your allies. You can dismiss this effect at any time. After you use this feature, you cannot do so again until you finish a long rest.

Rogue

Opening More Than Just Locked Doors

Many rogues spend their lives training to infiltrate in places locked behind several doors and keys, extracting secrets from influential people or otherwise working in the shadows to strike with precision with surprise on their side. Some rogues, however, do so through the use of guile and a swooning grin.

Fornicator

When a rogue specializes in seducing people to have them drop their guard and allow them into their deepest and most intimate places, they are called a Fornicator. A Fornicator's abilities serve them well both inside and outside of combat encounters.

Fornicator features
Rogue Level Feature
3rd Socially Versed, Winning Smile
9th Pretty Face
13th Sweet Talker
17th Irresistible Charm

Socially Versed

When you choose this archetype at 3rd level, you gain proficiency with one gaming set and one language of your choice.

Additionally, you can choose to become proficient in (Charisma) Deception, (Charisma) Intimidation, or (Charisma) Persuasion. If you're already proficient in all three, you can choose any other skill to become proficient at instead.

Winning Smile

Beginning at 3rd level, every creature's attitude towards you is one step more favorable (DMG 244), hostile creatures are indifferent and indifferent creatures are friendly.

Pretty Face

Starting at 9th level, you do your best to look friendly to everyone. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Charisma modifier + your proficiency bonus.

Sweet Talker

At 13th level, you can choose to use your charms to beguile others. You can add your Charisma modifier to ability checks, attack rolls and saving throws against other creatures if these rolls don't already include it. You can use this feature twice, then you can't use it again until you finish a short or a long rest. When you reach 17th level, you can use this effect three times per rest instead.

Irresistible Charm

At 17th level, you use all of your personality force against another creature. As an action, choose one creature within 30 feet of you, that creature makes a Charisma saving throw. If they fail, they suffer your sneak attack damage worth of psychic damage, and if their hit points would be reduced to 0 as a result of this, you can choose to charm them instead for one day. If they succeed, the damage is halved. Once you use this feature, you can't use it again until you finish a long rest.


The saving throw DC for this ability is 8 + Your Charisma modifier + your Proficiency modifier.

Sorcerer

Maybe You Were Born With It

Different sorcerers claim different origins for their innate magic. At 1st level, a sorcerer gains the Sorcerous Origin feature. The following is the Tantric Magic sorcerous origin.

The Tantric Soul

Your innate magic comes from the power of lust and life making itself. It could be that your parents, grandparents or further ancestors once fathered children after an encounter with an incubus or a succubus, you came across extremely powerful aphrodisiacs with arcane properties or your incessant search for lust awakened something powerfully primal and lustful inside you. Regardless, your power comes from having intercourse with others, which you've learned how to exploit and use.

The Tantric Soul features
Sorcerer Level Feature
1st Tantric Mantra, Lusty Afterglow
6th Tantric Overcharge
14th Tantric Bond
18th Tantric Mastery

Tantric Mantra

Your powers come from the tantric lifestyle.

At 1st level, you discover innate magical abilities within yourself that allow you to excel in the tantric way of life through spells. You gain access to extra spells because of this. At certain levels, you can choose one spell per level from the table below. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Tantric Way Spells
Sorcerer Level Spells
1st Animal Friendship, Charm Person, Command, Entangle, Unseen Servant
3rd Enlarge/Reduce, Enthrall, Calm Emotions, Silence
5th Hypnotic Pattern, Major Image, Slow, Tongues,
7th Charm Monster, Dominate Beast, Polymorph, Private Sanctum

Lusty Afterglow

Beginning at 1st level, you learn how to best use your body and your presence both in and out of the sack. You gain a form of protection that keeps you safe from harm during combat. You could be extremely flexible and nimble, you could have learned to allure and distract enemies with your physique, or you're always oily and ready to go, which makes hitting you harder. Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.


Additionally, as an action, you can choose a number of creatures equal to your proficiency bonus in an area of 30ft. around you. The affected creature(s) may attempt a charisma saving throw against your spellcasting DC to resist your alluring presence. If they succeed, they are immune against it for 24 hours. If they fail, they become friendly towards you, as if under the effects of the Friends spell.


You can use this feature times equal to your proficiency bonus per long rest.

Tantric overcharge

Beginning at 6th level, you learn how to better control your arcane powers, allowing them to overcharge during intercourse and maintaining it through the day. If you have intercourse during a long rest, you can activate any one of the effects below at any time until your next long rest a number of times equal to your Charisma modifier:

  • You shine with afterglow energy, illuminating an area of 15-foot with bright light, and another 15-foot with dim light. The intensity of your glow is so powerful that your presence can temporarily cancel an area of darkness while your light overlaps it.
  • You strike a lustful confusion within a hostile creature's mind. if they are attacking you, you can use your reaction to make them do so with disadvantage.
  • You can dash or hide as a bonus action, using the overflowing energy within you.
  • You can use your enhanced mobility and flexibility to grant yourself advantage on any Dexterity saving throw.
  • If you melee attack someone, you can attempt to give them an arcane poison-laced kiss. They have to succeed on a Constitution saving throw against your spellcasting DC or become poisoned for 1 minute.

Additionally, you gain one extra sorcery point to use until your next long rest.

Tantric Bond

At 14th level, your tantric energy is so strong that you can even imbue others with it.

At any moment as an action, you call upon your bond with the last creature you had intercourse with, teleporting them to any point within 30 feet of you. An unwilling creature must make a Charisma saving throw against your spellcasting DC, if they aren't hostile to you, they do so with disadvantage.

Furthermore; while the tantric bonded creature is within 30ft. of you, they can also benefit from your Tantric Overcharge feature, allowing you to impose these effects on them instead of you.

Tantric Mastery

At 18th level, you learn how to push your tantric powers to the limit to please your partners, independent of race or species.

You can use an action to cast true polymorph on yourself, changing into any creature with a challenge rating equal or lower to your current level. Just as with true polymorph, this is a concentration spell, which lasts for the duration of 1 hour or if your hit points are dropped to 0, or you die.

If you concentrate on the spell for the duration, it becomes permanent until dispelled. You can use this trait only once per long rest. You can still use the Tantric Overcharge and Tantric Bond features while transformed.

Warlock

An Urge From Beyond

When an entity from beyond contacts a mortal and forms a pact with them, a Warlock is born, having powers granted by an otherwordly patron who seeks to attain power or achieve some goal with the assistance of their new pawn. However, some entities have more carnal needs and wants, and give their pawns abilities that reflect such a nature.

The Incubus/Succubus

These fiendish entities are different from other fiends, in that they want to extend their lascivious nature towards others and use it for their own perverse motives; corrupting mortals and attaining their soul by causing them to perform frowned upon acts. A Warlock who forms a pact with such entities vows to corrupt others and have their souls offered to an endless, infernal harem.

The Incubus/Succubus features
Warlock Level Feature
1st Corrupting Presence
6th Charming Force
10th Draining Kiss
14th Fiendish Allure

Expanded Spell List

Spell Level Spells
1st Bane, Sleep
2nd Blindness/Deafness, Detect Thoughts
3rd Bestow Curse, Nondetection
4th Control Water, Stoneshape
5th Arcane Hand, Telephatic Bond

Corrupting Presence

Starting at 1st level, you exhale a fiendish allure towards nearby creatures, making them more likely to follow a course of action that would corrupt their souls.


Whenever you attempt a Charisma skill check against a humanoid creature, you can add 1d4 to that roll. Alternatively, when you force a creature to make a Charisma saving throw, you can reduce their result by 1d4.


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses after you finish a long rest


Your Corrupting Presence die changes when you reach certain levels in this class. The die becomes a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.

Charming Force

Starting at 6th level, you can use your otherwordly power to charm a person. A humanoid target you choose within 30 ft. must succeed on a Wisdom saving throw against your spell save DC or be magically charmed for 1 day. The charmed target obeys your verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this Charm for the next 24 hours.


You can have only one target charmed with this feature at a time. If you charm another, the effect on the previous target ends.


Once you use this feature, you can't use it again until you finish a long rest.

Draining Kiss

At 10th level, your patron bestows upon you their signature ability, you are able to perform a soul-draining kiss. As an action, you can kiss any charmed creature that has been partially corrupted by carnal desires and force it to make a Constitution saving throw against your spell save DC, suffering 1d4 * your Warlock level psychic damage on a failed save, and half on a successful save.


The creature's maximum hit points are reduced by the damage amount and you gain half that amount as temporary hit points.


Once you use this feature, you can't use it again until you finish a long rest.

Fiendish Allure

At 14th level, you can now use your Corrupting Presence feature whenever you force a humanoid target to make an Intelligence, Wisdom or Charisma saving throw.


Additionally, you now regain all expended uses of Corrupting Presence after finishing a short or a long rest.

Wizard

More Than Just Textbooks

Some Wizards spend years or even decades learning the secrets of arcane magics and spells, from the simplest of cantrips to the reality-bending arcane wishes. However, some wizards end up thinking of lewd ways to apply their arcane knowledge to their own bodies.

School of Fornication

Wizards of the School of Fornication spend most of their time learning inventive ways of altering and shaping spells to suit more intimate activities with them. They have read most books on sexual subjects, along with manuals and instructions to perform such deeds, all they may lack is the experience or a partner to practice them with, but so many studies have taught them how to be more malleable with their spellcasting.

School of Fornication features
Wizard Level Feature
2nd Fornication Savant, Premature Wizard
6th Casting-Sutra
10th Arcane Penetration
14th The Master

Fornication Savant

Beginning when you select this school at 2nd level, you fill some pages of your spellbook with cutouts from anatomy sketches, poses, and instructions. You gain a +1 bonus to spell attacks against humanoid creatures.


This bonus increases to a +2 at 6th level, and a +3 at 14th level. At 10th level you can apply your proficiency bonus on the damage of any spell you cast that requires a spell attack roll against humanoid creatures.

Premature Wizard

Starting at 2nd level when you select this school, every even-numbered Wizard level you attain, you learn and can cast one spell of a higher level than what you currently have access to as part of your spells learned when leveling up.


To cast that spell, you must spend spell slots to sum up the level of the spell you are trying to cast. You can cast this spell only once per long rest.


You can only learn and cast one spell as part of this feature.

Premature Spell
Wizard Level Spell Level
2 2nd
4 3rd
6 4th
8 5th
Wizard Level Spell Level
10 6th
12 7th
14 8th
16 9th

For Example, Lawrence, a 4th level School of Fornication Wizard chooses to learn the 3rd level spell Fireball. He can cast it by spending one 1st and one 2nd level spell slot, or three 1st level spell slots to sum up a 3rd level spell slot for Fireball.

Casting-Sutra

Starting at 6th level, you learn how better to shape spells to affect you and your intimate abilities. Whenever you cast a spell with a range of self, you gain the following benefits.

  • The duration of the spell is doubled.
  • You have advantage in concentration saving throws to maintain it.
  • The price of the material component for that spell is halved.

Arcane Penetration

Beginning at 10th level, whenever you cast a spell that targets a single creature, it can target an additional target that is within 5 feet of the original target. You can use this feature times equal to your Intelligence modifier per long rest.

The Master

At 14th level, you have saved yourself and prepared for the surge of magic that comes with staving off the Tantric temptations.


Your spell save DC increases by 2 for any humanoid targeted by your spell, or by 1 for other type of creature.


Additionally, if you were a virgin and remained so for 30 years after becoming a Fornication Wizard, this feature also grants you advantage on attack rolls against any other Tantric class contained in this book, and they have disadvantage on saving throw against your spells.

Final Considerations

If and when the Tantric handbook is done and fully written, this is where we will apologize for it and say a few extra things.


One day Brian came to me with this idea he had of a tantric mage, using the sorcerer as a basis. Just for fun, we started doing a back and forth of ideas and balancing and then, we released the Tantric Mage on Twitter back in 2019. Since then, we started fiddling with tantric ideas for other classes and ended up with the Tantric Handbook. It is most definitely a passion project we did just for fun and mostly because "why not?", but it is our hope that the community at large enjoys this content and remember to keep an open mind towards it.


This is, after all, a huge practical joke.


Lastly, be mindful of others. It is funny to imagine that all things lead to sex, but that path is paved with mutual respect and empathy. Be understanding of others' sexuality, orientation, identity, and mental state in your daily life, in and out of sexual contexts. And practice safe sex, mentally and physically.

Credit and Support

The classes contained in this book are an original creation of Brian Hart and Douglas Kim, based on the tantric mage of the Caves and Critters comic by Reyn Goldfur.


You can check Caves and Critters over here;

Caves and Criters


You can support this Tantric Handbook and its creators through our ko-fi page;

Doug's Ko-fi


All images used in this book were made by Douglas Kim, you can check Doug's page at:

Douglas-Kim.com

 

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