Sinwrought (5e Class)

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Sinwrought[edit]

A solitary figure drags her feet across the sand. She had to find someone, anyone. Either or die in this forsaken desert, and she wasn't going to give up so easily. It just so happened a small caravan was parked overnight nearby and they were just beginning to pull out. Seeing them, she makes a mad dash, ignoring her stinging soles and tumbling steps that fling sand about. The caravan watch stands and demands she halt. She runs up to him, nearly collapsing in his arms. She looks up into his eyes and hers flash an unnatural green. The guard flinches as he feels his strength leave him, all his life force flowing into her instead. He cannot cry out ... cannot warn the others... of this horror which stalks the land.

Far from God[edit]

Sinwrought are beings basically rooted in sin. They derive their power from a specific area of the seven deadly sins which grants them amazing powers tied to the factions of demons under the sin's banner. They are not always evil and are sometimes naive or ignorant of their power and nature, which only grows more chaotic as they continue down the path of the sinwrought. Some feed off other's lives, others emotions and some sinwrought are so powerful they can be called demons. Most people just call them dirty, corrupted, irredeemable outcasts who all should shun. This only feeds their power however....

Creating a Sinwrought[edit]

SDSBackground.png
Sloth, Lust, Pride, Envy, Wrath, Greed, and Gluttony from the Evillious Chronicles by Akuno-P.

Sinwrought are usually individuals more occupied with their individual lives over all else. Their hedonist mindset makes them oblivious or hostile to others and the world around them. They tend to only desire what they want and care not for others. Outcomes matter not so long as it is in their favor. While these may sound like regular selfish people, sinwrought are incredibly entrenched in one particular sin's influence, which they embody. So what sin is your sinwrought? How do they act that expresses it? Were you, by any chance, contacted by a demon who made a contract with you to give you powers in exchange for tainting your soul?

Quick Build

You can make a Sinwrought quickly by following these suggestions. First, Charisma or Strength should be your highest ability score, followed by the ability score you plan to utilize depending on the subclass, either Intelligence or Dexterity. Second, choose the Criminal background.

Class Features

As a Sinwrought you gain the following class features.

Hit Points

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

Proficiencies

Armor: Your armor proficiency depends on which of the subclasses you choose
Weapons: Your weapon proficiency depends on which of the subclasses you choose
Tools: Choose one instrument or gaming set of your choice
Saving Throws: Charisma and Wisdom
Skills: Choose three from Persuasion, Perception, Religion, Investigation, Nature. Insight, Intimidation or Performance

Equipment

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

  • You receive your equipment from your subclass choices listed below.

Table: The Sinwrought

Level Proficiency
Bonus
Features Sin Signature
1st +2 Sin Maketh, Sin Signature 1
2nd +2 Sinner 1
3rd +2 Sin Maketh feature 3
4th +2 Ability Score Improvement 3
5th +3 Societal Fugitive 3
6th +3 Sin Maketh feature 3
7th +3 Distraction 4
8th +3 Ability Score Improvement 4
9th +4 Flourishing Darkness 4
10th +4 Scorn 5
11th +4 Sin Maketh feature 5
12th +4 Ability Score Improvement 6
13th +5 Passivity 6
14th +5 Weapon of Sin 7
15th +5 Focused Eyes 7
16th +5 Ability Score Improvement 8
17th +6 Sin Maketh feature 8
18th +6 Culmination 9
19th +6 Ability Score Improvement 9
20th +6 Sin Maketh feature 10

Sin Maketh[edit]

At 1st level, you choose a make of sin which will determine your powers. As you grow in this specialty, you will gain changes of temperament as well as new powers due to the manifesting of the sinful evil in you. Choose between Superbia, Luxuria, Gula, Avaricia, Acedia, Ira, Invidia and Vice, from the Makes of Sin all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 11th, 17th and 20th levels.

Sin Signature[edit]

At 1st level, you are marked by that which you commit to be your main sin and specialization. From this choice, you gain a power which is specific to your subclass under the Makes of Sin. You have as many uses of this feature as detailed under the Sin Signature column of the sinwrought table. You gain more uses as you gain more levels in the class. You regain all expended uses after completing a long rest.

Sinner[edit]

You are wrought of sin, hence your name. It fuels your ability in a battle with your chosen weapons. When you make an attack with a weapon you are proficient in, you may double your proficiency bonus to the attack roll. You may use this feature equal times your Strength modifier, regaining use after finishing a long rest.

Ability Score Increase[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.

Societal Fugitive[edit]

You are used to life either as an outcast or one in hiding due to your nature of crime. Starting 5th level, you gain advantage in Charisma (Deception) checks when you are concealing your identity or motives.

Distraction[edit]

In either taming or entertaining yourself from your tendencies to commit sinful acts, you specialize in some small pastime, perhaps a game or craft which is innocent and harmless. At 7th level, choose a proficiency you have in an artisan's tool, instrument or gaming set and double it.

Flourishing Darkness[edit]

Sins are evil so long as made to be. In this case, they are super evil and spread throughout your blood, bolstering you. Starting 9th level, you gain resistance to necrotic damage.

Scorn[edit]

As your power and wickedness fester and grow on this path you have chosen, people look to you with great distrust. However, others with souls as dirtied or motives as malicious as yours see you as a comrade. All these are revealed to you in incremental gestures and quirks you are able to recognize. Starting 10th level, you know if there is an aberration, Celestial, elemental, fey, fiend, or Undead within 30 feet of you, but not their precise location unless you see them.

Passivity[edit]

Action is what is taken out of natural instinct. Instinct, with hints of sadism are what drive your sin. Thus you are passive to its pulls and urges. These impulses may make you weaker towards certain mental influences, but stronger against physical harm. You gain resistance to two damage types of your choice from nonmagical bludgeoning, slashing and piercing.

Weapon of Sin[edit]

You form a bond with your weapons of destruction and manipulation that aid you in your sinful activities. You must complete an hour long ritual with uninterrupted concentration, touching a weapon of your choice. At the end of the ritual you are required to seal your covenant in blood with the weapon, thus creating your bond with the weapon and imbuing it with your sin. With the bond sealed, you may summon the bonded weapon to your hand as a bonus action as long as it is within the same realm of existence as you. You are limited to three bonded weapons at a time. If you designate a new weapon to be the recipient of a bond, the old weapon loses its bonded property.

Focused Eyes[edit]

Society will reject you because there are just some things across cultures that are wrong which you embody. That doesn't matter. Because of your resulting externality from the world, you have more objectivity looking in those hypocritical lives yourself. Starting 15th level, you gain 120 feet of truesight.

Culmination[edit]

The sin in your body permeates and can very well affect your environment and others around you in drastic ways to your advantage. Starting 18th level, you embody the sin you choose much like an avatar of a lord of Hell. By expending an action, you may regain one expended use of your Sin Signature. You may use this feature a number of times equal to your Charisma modifier, regaining use after a long or short rest.

Makes of Sin[edit]

Starting 1st level, you decide which sin is your greatest transgression as per your Sin Maketh feature. You gain your starting equipment as well as your armor and weapon proficiencies from your subclasses below.

Superbia[edit]

You are a proud individual. All should fear you and prostrate themselves to your glory. You make use of the fear of those who oppose you, using it to cut them down.

Equipment
A shortbow with a quiver of 20 arrows, a (a) longsword or (b) battleaxe, a fake signet ring (arcane focus), and a diplomat's pack
Armor Proficiency
Light armor, no shields
Weapon Proficiency
Longswords, greatswords axes, simple ranged weapons
Pride

Starting 1st level, you've got this bubbling sense of self others seem to lack. You have advantage in saving throws against being charmed and frightened.

Sin Signature: Dominate

Starting 1st level, you are very good at forcing your will on others. You are proficient in Intimidation.

When you reach 9th level, you lose this proficiency as a kind of metamorphosis into a perfect form of power over others instead of just intimidation. You may expend an action to choose one creature within 30 feet of you and exert your powerful will on them, forcing them to obey. The targeted creature must succeed a Charisma saving throw (DC = 8 + your Charisma modifier + proficiency bonus) or become charmed until the end of your next turn. While charmed, you may telepathically send them commands as long as you are in the same plane of existence, no actions required, and they will do their best to comply. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. When the charmed creature takes damage, it may attempt the save again to break free of the mind control. Upon success, the effect ends and they are immune to this feature for 24 hours. If the creature is not frightened, this feature has no effect.
Spellcasting

Starting 3rd level, your awesomeness channels in your charismatic aura to warp the world and manipulate it to your whim, being magic. You use Charisma as your spellcasting ability for sinwrought spells, since it is your personality interweaving with the sin to use its power effectively. You use your Charisma whenever a spell calls for your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Superbia sinwrought spell cast and for setting an attack roll for one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

The table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. You can cast each as many times as your spell slots will allow.

Each time you gain access to a new level of spell, you learn a single spell chosen from the paladin spell list of the appropriate level.

Sinwrought Spell Table, Superbia
— Spell Slots per Spell Level —
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd 2 - - -
4th 3 - - -
5th 3 - - -
6th 3 - - -
7th 4 2 - -
8th 4 2 - -
9th 4 2 - -
10th 4 3 - -
11th 4 3 - -
12th 4 3 - -
13th 4 3 2 -
14th 4 3 2 -
15th 4 3 2 -
16th 4 3 3 -
17th 4 3 3 -
18th 4 3 3 -
19th 4 3 3 1
20th 4 3 3 1
Shining One

Starting 6th level, you can make your opponents cower in your awesomeness. By expending an action, you may designate up to three creatures within 60 feet of you that can see you. You fill their vision of you with a blinding incarnation of your aura. They are forced to make a Charisma saving throw to stand in your projected aura of self-aggrandizement. The DC is equal to 10 + your Charisma modifier + your proficiency bonus. Upon failure, they become blinded and frightened for turns equal to half your proficiency bonus. Upon success, they are not affected and become immune to this feature for 24 hours. You must finish a short or long rest before using this feature again.

Superiority

Starting 11th level, those who are weakened are the best targets for your immense greatness, which will crush their measly spirits. You may expend an action to target a creature within 60 feet of you and force them to make a Charisma saving throw with DC equal 8 + your Charisma modifier and proficiency bonus. Creatures that are frightened roll with disadvantage. Upon failure, they take Xd6 radiant damage, X being equal to your Charisma modifier. They take half as much damage on a successful roll.

Eyes of Light

Your eyes show the light in your enlightened state of self, which cannot be influenced or read. Starting 17th level, when you are targeted by divination magic you are instantly aware of it. By using a reaction, you can force the creature that is using the spell to make a Charisma saving throw with disadvantage. The DC is equal to 8 + your Charisma modifier and your proficiency bonus. On a failed save, the spell ends and the creature takes psychic damage equal to your sinwrought level. They also become frightened. You additionally know whenever any creature friendly to you within 10 feet of you is targeted by divination magic. You are additionally not affected by the zone of truth spell.

Agent of Lucifer

As the shining one you are, you strike down enemies like the vengeful fallen angel. Starting 20th level, you are immune to being charmed and frightened. You additionally are immune to radiant damage. Your attacks automatically hit any creature that is blinded or frightened.

Luxuria[edit]

Your desires roil and drive your intoxicating charm as you lure others to bodily pleasure.

Equipment
A whip, leather armor (possibly in a BDSM fashion, or even a hybrid), a "trophy" from one of your past sexual exploits (arcane focus), 30 feet of hempen rope, and two daggers.
Armor Proficiency
light armor
Weapon Proficiency
Whips, darts, simple melee weapons
Irresistible

Unlike simple charm which leaves people a little dumb, you use your charismatic words and gestures to get people to do what you want. Starting 1st level, you gain proficiency in the Persuasion skill. You may double your proficiency bonus for this skill if you are already proficient in it.

Sin Signature: Seduce

Starting 1st level, you have advantage in all Charisma (Persuasion) checks.

Starting 9th level, you can use your body, speech and gaze to get others to lower their defenses. You may influence people's moods in one of the following ways:
  • You may expend an action to influence a creature into buying something from you for double its price.
  • You may expend a reaction to target one creature that can see you within 120 feet of you. It must succeed a Charisma saving throw of DC8 + your Charisma + your proficiency bonus or become charmed for one minute, or until it is harmed by you or creatures friendly to you. Creatures that are already charmed automatically fail this save. While it is charmed, you may give it a command of one word, at no cost of your actions, and the charmed creature must perform the action on its next turn. The command has no effect if it doesn't understand your language, or if your command is directly harmful to it, though the creature will remain charmed. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the command has no effect.
  • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target falls prone and then ends its turn.
  • Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Spellcasting

Starting 3rd level, your coveting emotions and intoxicating aura manifest to manipulate the world to your desire, manifesting in magic. You use Charisma as your spellcasting ability for sinwrought spells, since it is your personality interweaving with the sin to use its power effectively. You use your Charisma whenever a spell calls for your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Luxuria sinwrought spell cast and for setting an attack roll for one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

The table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. You can cast each as many times as your spell slots will allow.

Each time you gain access to a new level of spell, you learn a single spell chosen from the bard spell list of the appropriate level.

Sinwrought Spell Table, Luxuria
— Spell Slots per Spell Level —
Level 1st 2nd 3rd 4th 5th
1st - - - - -
2nd - - - - -
3rd 2 - - - -
4th 3 - - - -
5th 3 - - - -
6th 4 2 - - -
7th 4 2 - - -
8th 4 3 - - -
9th 4 3 - - -
10th 4 3 2 - -
11th 4 3 2 - -
12th 4 3 3 - -
13th 4 3 3 - -
14th 4 3 3 2 -
15th 4 3 3 2 -
16th 4 3 3 3 -
17th 4 3 3 3 2
18th 4 3 3 3 2
19th 4 3 3 3 3
20th 4 3 3 3 3
Lash

Lust is a pervading influence with a long reach. Starting 11th level, when you use your Sinner feature, you may have the weapon range extend by 10 feet. It also deals magical damage instead of the usual nonmagical for the purposes of overcoming resistances and immunities.

Lust

Starting 20th level, you are immune to being charmed and you cannot be put to sleep by any magical means. Additionally, when you force another creature to make a Charisma saving throw, you may have them automatically fail. You may use this feature once, regaining use after you finish a long rest.

Gula[edit]

Appetite is what you have, making you capable of eating the most of oddities.

Equipment
A club, a sling, hide armor, an expired ticket to a restaurant, and an explorer's pack
Armor Proficiency
Medium and heavy armor
Weapon Proficiency
Clubs, simple range weapons, greatswords
Eat The World

Starting 1st level, you can honestly eat anything and be fine. You cannot be poisoned by food or drink and you may eat things other than conventional food for sustenance with no ill effect. For example, you can eat a pound of rocks to fulfill your daily food requirement.

Sin Signature: Devour

Starting 1st level, you are very good at picking out what food is good to eat. You are proficient in the Nature skill.

When you reach 6th level, you gain the power to truly devour everything, including attacks and damage. When you are dealt damage by a ranged spell attack or save that deals fire damage, you can expend your reaction to suck in and devour the attack and nullify its effects by eating it.

When you reach 11th level, you may use your Sin Signature to devour cold damage as well.

When you reach 17th level, you may now devour necrotic damage.

Nose for Aroma

Starting 3rd level, to fulfill your tastes, you seek exotic foods. Just because you can eat trash doesn't mean you wouldn't prefer something better, so you sharpen your nose a bit. You gain advantage on all Wisdom (Perception) checks using your sense of smell.

Ravenous Feast

Starting 20th level, after you eat a lot, you can heal yourself with that which you ate by using your impeccable stomach to convert it to fuel. When you use your Sin Signature, you may take up to half the amount of damage you would have taken and instead regain that amount of hit points. You cannot regain hit points over your hit point maximum with this feature.

Invidia[edit]

Coveting is what you do. Those who have are never deserving. You use your cunning to influence others and force them to fail.

Equipment
A heavy crossbow with a case of 30 bolts, a final possession trinket from a long-gone obsession (arcane focus), and a diplomat's pack
Armor Proficiency
Light armor
Weapon Proficiency
Daggers, martial ranged weapons, flails
Green Eyes

Starting 1st level, you have, as Shakespeare said, the green eyes of a monster named envy. These eyes bear into the soul of another and rot them from within, using the venom in your own. You may expend an action to look at a creature within melee range. The creature must be able to see you as well and blinded or blind creatures are unaffected. The target must make a Charisma saving throw of DC 8 + your Charisma modifier + your proficiency modifier. The target takes 2d6 poison damage on a failed save and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your green eyes, you can’t use it again until you complete a short or long rest.

Sin Signature: Covet

Starting 1st level, you can look at anything and virtually get jealous. When you do, you obsess and ogle over it, letting you eye and mind run wild in detail about the apple of your eye. You can use an action to look at a creature and know its creature type, senses, vulnerabilities, damage resistances, and damage immunities.

Spellcasting

Starting 3rd level, your envy grows to be able to warp the world around you. You gain the power to do so in magic. You use Charisma as your spellcasting ability for sinwrought spells, since it is your personality interweaving with the sin to use its power effectively. You use your Charisma whenever a spell calls for your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Acedia sinwrought spell cast and for setting an attack roll for one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

The table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. You can cast each as many times as your spell slots will allow.

Each time you gain access to a new level of spell, you learn a single spell chosen from the warlock spell list of the appropriate level.

Sinwrought Spell Table, Invidia
— Spell Slots per Spell Level —
Level 1st 2nd 3rd 4th 5th
1st - - - - -
2nd - - - - -
3rd 2 - - - -
4th 3 - - - -
5th 3 - - - -
6th 4 2 - - -
7th 4 2 - - -
8th 4 3 - - -
9th 4 3 - - -
10th 4 3 2 - -
11th 4 3 2 - -
12th 4 3 3 - -
13th 4 3 3 - -
14th 4 3 3 2 -
15th 4 3 3 2 -
16th 4 3 3 3 -
17th 4 3 3 3 2
18th 4 3 3 3 2
19th 4 3 3 3 3
20th 4 3 3 3 3
Replica

Starting 11th level, you may make yourself an empty shell of that which your covet. You may expend an action to polymorph into a creature which you have used your Sin Signature on. You must finish a long rest to use this feature again.

Embody

Starting 20th level, your green eyes absorb the life of that which you set your covetous eyes on. When you use your Green Eyes, you may regain hit points equal to the amount of damage you deal with the feature. You cannot regain hit points over your hit point maximum with this feature.

Ira[edit]

Your temper may be calm but has the chance of exploding into an inferno easily, devouring all it touches. When wounded, you only get stronger if it doesn't kill you.

Equipment
A (a) greatsword or (b) maul, a chain shirt, a burned picture of something lost, and a dungeoneer's pack
Armor Proficiency
Medium and heavy armor
Weapon Proficiency
Simple and martial melee weapons
Retaliatory

Starting 1st level, if you are damaged by another creature's melee attack, you may expend your reaction to make a melee attack on that creature.

Sin Signature: Hatred

Starting 1st level, if you are successfully hit by another creature's attack, you can place one Hate counter on the creature as a reaction, marking it. When you attack that marked creature successfully, you may increase your damage die by 1. The countermark fades if you attack successfully. You must finish a short or long rest to use this feature again.

Ire

Starting 3rd level, when you use your Sinner feature, you may add double your proficiency bonus to the damage roll on a successful hit.

Seeing Red

Starting 6th level, the Hate counter you mark your opponents with glows an angry red which triggers your bloodlust. You have advantage in attack rolls against creatures you marked with your Hatred feature.

Inferno

Starting 11th level, not only are you guarded against the negative energy that is necrotic, but your rage and enmity generates a heat in you hotter than any fire, able to melt any ice. You gain resistance to cold and fire damage.

Ever Burning

Starting 17th level, your rage cannot be quelled and keeps burning from within, even if you are about to fall. If you would be reduced to 0 hit points, you may choose instead to retain 1 hit point. You can only use this feature once, regaining use after a long rest.

Revenge

Starting 20th level, your enemy's fervor becomes your own. It mixes within you and blows back with devastating force. When you are successfully attacked at melee range and reduced below half your hit point maximum, you may expend your reaction to make an attack roll with your weapon. This attack roll rolls with advantage. On a successful hit, the target takes additional force damage equal to the difference between your current hit points and your maximum. You may not use this feature again until you complete a short or long rest.

Avaricia[edit]

All will be yours in due time, as you will take it. You specialize in stealing and hoarding, as well as making the best use of money.

Equipment
A scimitar and hand crossbow with a quiver of 20 bolts, thieve's tools, and a burglar's pack
Armor Proficiency
Light and medium armor
Weapon Proficiency
Lances, spears, longswords, scimitars, martial ranged weapons
Sin Signature: Evaluate

Starting 1st level, you are a master of thievery. You gain proficiency in the sleight of hand skill. Additionally, as an action, you can choose an object you can see and touch. You instantly become aware of its value in currency.

Swiper

Starting 3rd level, you gain the ability to stealthily disarm opponents. As an action, make a special weapon attack against a target within 5 feet of you. You may add your Dexterity modifier to this roll. The target must make a Strength saving throw, with the DC being your attack roll. On a failed save, the target drops one object that it was holding onto its feet. You must finish a short or long rest before using this feature again.

User

Starting 6th level, you define yourself as a master of things in materialist senses. You know best how to utilize them. You gain an additional item interaction on your turn.

Poker Tells

Reading people is essential to getting what you want from them. Starting 11th level, your Scorn feature now tells you the exact location of aberration, Celestial, elemental, fey, fiend, or undead within range, as well as their mental states and if any magic is affecting them.

Money Meld

Starting 17th level, you can actually use money to your benefit. By channeling your greed into your Weapon of Sin, you can amplify its power by feeding it money and valuables. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can infuse up to 2000 gp worth of currency or goods into the weapon, losing them forever. For every 100 gp you spend, the weapon damage dice increases by one (e.g., 1d4 becomes a 1d6, 1d20 becomes a 2d4). This increase in damage lasts until the end of your next long rest. You may use this feature a number of times equal to your Charisma modifier, regaining use after you finish a long rest.

Animate Worth

Starting 20th level, you can raise money to speak for itself. You may choose a number of objects equal to your Charisma modifier within 120 feet of you, which you can see and you know the monetary value of. You can raise those objects, as per the animate objects spell. You can use this feature a number of times equal to your Charisma modifier, regaining use upon finishing a long rest.

Acedia[edit]

Your body is always rested and never in action. Attacks don't seem to faze you, nor can anything really make you move.

Equipment
A gaming set of your choice, an instrument of your choice, an arcane focus, a bedroll and a burglar's pack.
Armor Proficiency
None
Weapon Proficiency
None
Spellcasting

You can't really be bothered to fight your own battles. Let magic do all the work. Starting 1st level, your sin grants you the power to utilize magic to the fullest of the sins capacity. You use Charisma as your spellcasting ability for sinwrought spells, since it is your personality interweaving with the sin to use its power effectively. You use your Charisma whenever a spell calls for your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Acedia sinwrought spell cast and for setting an attack roll for one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

The table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. You can cast each as many times as your spell slots will allow.

Each time you gain access to a new level of spell, you learn a single spell chosen from the wizard spell list of the appropriate level.

You use an arcane focus (see PHB pg 150) and your focus may only carry one spell of each level.

Table:Sinwrought Spell Slots, Acedia
— Spell Slots per Spell Level —
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3rd 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -
11th 4 3 2 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
13th 4 3 3 3 2 1 1 - -
14th 4 3 3 3 2 1 1 - -
15th 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 -
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1
Sin Signature: Lazy

You don't really do much as a sin of sloth. Starting 1st level, you are aware of all the places where one may get a good nights rest, which means enemy-free. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any creatures hostile to you are present within 5 miles of you. You are only vaguely aware of their presence and direction, not so much their numbers.

Couch Potato

To you rest is essential. This need for rest makes you quite weak to effects that would lull you to sleep. Starting 6th level, you have disadvantage in saving throws against effects that put you to sleep. Additionally, when taking a short rest, if you expend hit die to heal, you recover double the hit points you would recover otherwise. You cannot gain hit points over your hit point maximum with this feature.

Oblivious

Starting 20th level, as a dullard sleeper who doesn't see much to do in the world, you can't really be compelled to work or do anything. You are immune to being charmed. You also gain advantage in saving throws against enchantment spells.

Vice[edit]

General limbo isn't so bad. Your sin comprises a chimerical mix of lying, deceit, and the usual, common, well, vices.

Equipment
A (a) rapier or (b) pike, studded leather armor, thieve's tools, and an explorer's pack
Armor Proficiency
Light and Medium armor
Weapon Proficiency
Two-handed and finesse weapons
Harbor Within

Vices are not compelled, but impelled. They are hidden until they burst forth, and everyone has them. they are just unable to see the signs. Starting 1st level, you are proficient with the Deception skill.

Sin Signature: Commonplace

The magic of vices is that they are tolerated so well in the world. You take advantage of that to do the most damage. Starting 1st level, when you attack with a weapon you are proficient in, you may add double your Charisma modifier to the attack roll.

Idle Hands

Starting 3rd level, you can sow the seeds which lay the groundwork for evil to happen. When you hit a creature using your Sinner feature, they feel lethargy and have disadvantage on all skill checks and attack rolls until the end of their next turn.

Embodied Lies

More than just a societal fugitive, you can take on identities conjured by your glib tongue. Starting 6th level, you can cast the disguise self spell a number of times equal to your Charisma modifier before needing to finish a long rest.

Indulgence

Starting 11th level, you can draw into yourself more than what others get. When you are targeted by a healing effect or spell that lets you regain hit points, you may also gain temporary hit points equal to that amount. These temporary hit points last until you finish a long rest.

Fervent Eschew

Starting 17th level, you are not readable or within the radars of the higher powers because you have learned to hide it well. You gain advantage in Wisdom saving throws.

Vice Body

Starting 20th level, you've built a body that is inured to whatever damages vice can cause you. You are immune to being poisoned, and you are unaffected the zone of truth spell. Additionally, divination spells no longer affect you. If a creature tries to read your mind, you are aware of it and can use your reaction to force them to make a Charisma saving throw (DC= 8 + your Wisdom modifier + your Charisma modifier). On a failed save, they take psychic damage equal to double your proficiency modifier, and they take half as much damage on a successful save. You can give them whatever information you want as a result as a simple thought but they are incapable of gleaning any information that you do not provide.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the sinwrought class, you must meet these prerequisites: 16 Charisma, 12 Strength, 13 Dexterity

Proficiencies. When you multiclass into the sinwrought class, you gain the following proficiencies: light armor, three weapons of your choice


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