Sinbound

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: The Sinbound class is an intricate blend of summoning mechanics, tactical battlefield control, and the eternal struggle between sin and redemption. For guidance, see the 5e Class Design Guide.


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Sinbound[edit]

The Sinbound are individuals forever tethered to their vices or striving toward salvation. Those who embrace their sins summon terrifying manifestations of their corruption, while those who seek redemption call upon fleeting virtues of light to guide them. Their path is one of constant conflict, and their abilities reflect the battle raging within their soul.

Creating a Sinbound[edit]

When creating a Sinbound, consider the internal struggle of your character. Are they bound by their sins, haunted by them like persistent specters? Or do they strive for redemption, invoking ephemeral virtues to aid them in battle? Do they embrace their power or resist it?

Quick Build

You can make a Sinbound quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Acolyte or Haunted One background. Third, choose a martial weapon, scale mail armor, and an explorer’s pack as starting equipment.

Class Features

As a Sinbound you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sinbound level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sinbound level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two from Insight, Deception, Persuasion, Intimidation, Religion, or Arcana

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale mail or (b) Leather armor
  • (a) A martial weapon or (b) Two simple weapons
  • (a) Explorer’s pack or (b) Priest’s pack
  • (a) A holy symbol or (b) A trinket from a past sin
  • If you are using starting wealth, you have 5d4 gp in funds.

Table: The Sinbound

Level Proficiency
Bonus
Features
1st +2 Sin Manifestation
2nd +2 Tethered Corruption
3rd +2 Sinful or Redeemed Path
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Sin Manifestation[edit]

Starting at 1st level, you can summon two Manifested Sins as an action. These spectral beings persist indefinitely, following you wherever you go. You can dismiss them as an action, and they return to the abyss until called upon again. Each sin has a unique ability that only interacts with other sins and does not affect you or allies directly. If both sins are destroyed in combat, your HP is immediately reduced to 2, regardless of the damage taken.

Tethered Corruption[edit]

At 2nd level, your sins become stronger and more adaptable. You may swap which sins are manifested after a long rest, choosing from the seven deadly sins. Additionally, if one sin is slain, the other gains a temporary boost based on its nature.

Sinful or Redeemed Path[edit]

At 3rd level, you choose between two distinct subclasses:

Manifested Sin: You can fuse your sins into stronger hybrid creatures, and later, summon more at a time.

Forgiven: Instead of sins, you summon fleeting virtues that last for 10 minutes and grant powerful passive effects.

Ability Score Improvement[edit]

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.

Manifested Sin[edit]

The Manifested Sin subclass grants additional control over persistent summons, allowing for greater tactical depth. You gain the ability to:

Fuse two sins into a hybrid abomination, gaining increased power but risking greater backlash.

Summon more sins at later levels (three at level 10, four at level 17).

Command your sins with your action and bonus action to manipulate the battlefield.

Forgiven[edit]

The Forgiven subclass shifts away from minion control and instead grants the ability to summon temporary virtues that:

Last for 10 minutes before fading.

Provide passive auras that empower you and your allies.

Grow in range and strength at higher levels.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sinbound class, you must have a Charisma score of 13.

Proficiencies. When you multiclass into the Sinbound class, you gain proficiency in light armor and simple weapons.

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