Warlock
Base Class: Warlock

The tales of Hell Knights amongst the roaming levels of the Hells strike fear into even the most hardy of adventurers. The most unfathomable though are those unbound by the collars of Hell's rules, the Sin Knights are of fallen celestials from the Heavens that were betrayed by their own kith and kin or branded with a crime most wrongly placed. Because of this event, the fallen celestial's very facet it represented becomes tarnished and a duality of what it one stood for. They are unable to be bound to Hell's masters due to the nature of not a true fall from grace. They seek out souls who would match of their new facet and bond to them give them power to enact their desires. 

Those who bare the Sin Knight as their patron are ones who are baring of the semblance of the sin that was writ upon the Sin Knight, this forms a bond to allow their follower to gain fiendish vigor and ability to coerce the battlefield and their foes to be vulnerable to the the wielder and their allies.

Sin Points

Starting at 1st level, your inherited Sin Knight power allows you to harness a deadly hellish energies to strike and subvert your foes. Your ability to tap into surrounding sins of the world is represented by a number of Sin Points and its damaging force known as Distortion. The number of Sin Points you have are 3 which increases by 1 by per level of warlock past level 1.

You can spend these points to fuel various sinful abilities, known as Sin Arts which use your Distortion Die. You learn more Sin Arts as you gain levels in this class.

When you spend a Sin point, it is unavailable until you finish a short or long rest, at the end of which your Sin Point pool is replenished anew.

Some of your Sin Art features require your target to make a saving throw to resist the feature's effects. The saving throw DC is your Warlock Spell Save DC.

The Distortion Die starts at a d4, it increases to a d6 at level 6, a d8 at level 10, and a d10 at level 14. Distortion Die damage is Force unless otherwise stated.

You have access to the following Sin Arts: Hell's Branding, Hell Rise, and Bindings of Rage.

Sin Art: Hell's Branding: As an action and 1 Sin Point, make an weapon attack on one creature. On a hit, the creature suffers damage equal to weapon damage and one roll of your Distortion Die, and the creature subtracts a d6 from their next attack or saving throw.

Sin Art: Hell Rise: As an action and 1 Sin Point, make a weapon attack on one creature: On a hit, the creature suffers damage equal to weapon damage and one roll of your Distortion dice. The target must make a Strength Saving throw against your Warlock Spell Save DC or be launched 10ft into the air and falling prone upon the crashing down to the ground.

Sin Art: Bindings of Rage: As an Reaction and 2 Sin Points, when hit or missed by an attack that you can see, you bind the attacker in chains of manifesting rage. The target is wrapped in infernal chains that Grapple and Restrain them. They can make an attempt to escape the chains with an action using their Strength (Athletics) or Dexterity (Acrobatics) against your Warlock Spell Save DC.

At 6th Level, you can use your Sin Arts as bonus actions and attacks of opportunity. A Sin Art can't be used more than once per turn.

Sin Arms

Starting at Level 1, you can bind weapons to you, pouring a fraction of your power into it, and creating an unbreakable bond with it (except by you) as long as you live.

You can transform a weapon into a Sin Arm by performing a Special ritual over the course of 1 hour, which can be done during a Short Rest. You can also bind a weapon as a Sin Arm if you as a bonus action if you spend a Sin Point. You can then dismiss the weapon, shunting it into an extradimensional space. The weapon ceases being your Sin Arm if you die or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. There is no limit to the number of Sin Arms you may have.

This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. You may count a Sin Arm as having the Finesse and Light traits, if it does not already have it and does not have the Heavy or Two-Handed Traits. You are proficient with all weapons you make into Sin Arms.

You can use a free action to summon a Sin Arm in your empty hand. You can choose which ones appears, if you have multiple. You may do this to switch between weapons before rolling for any Extra Attacks, and before using a Sin Art. Twice per short or long rest, doing so will restore 1 Sin Point. This goes up to 3 times at 11th level, and 4 times at 14th level.

Your Sin Arm disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Sin Knight Form

Beginning at 6th level, you pull upon the very essence of your Sin Knight patron, transforming in an image of the fusion between your soul and theirs. As a Bonus Action, you can take on your Sin Knight form and gain the following benefits.

  • You gain temporary hit points equal to 1d6 plus your warlock level. These temporary hit points last until the end of your Sin Knight Form.
  • You gain a Flying Speed of 30 ft.
  • You gain Resistance to Necrotic and Fire damage
  • When you take the Attack action, you can make one additional attack as part of the action.

Your Sin Knight Form lasts for 10 minutes, and ends early with a bonus action, if you are reduced to 0 hit points or die. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.

You gain a third use of this feature at 11th level, and a fourth at 18th level.

Expanded Spell List

Expanded Spell List for the Sin Knight

1st - Healing Word, Inflict Wounds

2nd - Gentle Repose, Aganazzar's Scorcher

3rd - Mass Healing Word, Bestow Curse

4th - Divination, Blight

5th - Raise Dead, Destruction Wave

Knight of True Sin Form

Starting at 10th level, you can truly harness your patrons gift and take on their form though it amalgamates to your own with features of yours.

As a bonus action, use two uses of Sin Knight Form to activate Knight of True Sin Form and gain the effects of Sin knight along with the following benefits:

-Your Flying Speed becimes 60ft.
-Your size becomes large.
-You gain access to the Sin Art: The Serrating Chains
-Your Sin Arts can target one additional enemy that is within 10 feet of the initial target at the cost of 1 additional Sin Point to the Sin Art's Cost.

This form lasts for rounds equal to half your Warlock level and ends early if you are reduced to 0 hit points or die. Once you use this form, you cannot use it again till you complete a long rest. 

  • Sin Art: The Serrating Chains: You channel the power of your Knight of True Sin Form into serrated chains of pure malice and hellfire that lunge to your enemies to impale. As an action, spend up to 6 Sin Points to use this Art. Select up to 3 targets that you can see within 40 feet of you. These enemies are hit by the attacks equal to the amount of Sin Points spent, divided by how many targets were selected. The damage from this attack is force damage equal to 2 rolls of your Distortion Die + your Charisma Modifier and their movement speed is reduced by half till the start of your next turn. You can only use this art once per Long Rest. Your turn ends after using this Sin Art.

Sinful Augmentation

Starting at 10th level, at the start of each turn, you regain 1 Sin point. You may not go over your starting amount for your level, and you only regain Sin Points this way during Initiative Order and in Combat.

You also get new Sin Arts due to your augmenting strength.

  • Sin Art: Hellblaze Shot: When you successfully launch a creature with Hell Rise, you may spend 2 Sin points as an action to summon forth flames of hell to engulf the target, before propelling them to impact another creature or location. The range of the attack is up to 30ft, and using a ranged spell attack that inflicts one Distortion Die plus your Charisma modifier as fire damage. The target being flung lands prone whether a miss or hit and still takes the fire damage.

  • Sin Art: Ensnaring Thorns:  As an action and 2 Sin Points, you surround the space of a creature in scarlet gleaming thorns to dissuade them from moving lest they harm themselves and hinder them. Target a creature within 60 ft and they are surrounded by thorns. If the creature moves, the thorns will pierce them and cause Force Damage equal to two rolls of the Distortion Die and their speed is halved. The thorns dispel if the target doesn't move till the end of their next turn.

  • Sin Art: Infernal Wave: As an action and 3 Sin Points, you can move up to 20 feet in a straight line, stopping at the first creature you encounter on the way. Make a melee weapon attack against that creature and up to two additional creatures within 10 ft of it as you blast a wave of hellish energy to repel them. Each creature hit takes fire damage equal to your weapon damage and a Distortion Die. They must also make a Strength Saving Throw or be knocked 10 ft back and prone.

Timeless Body

At 14th level, your infernal blood sustains your body so that you suffer none of the frailty of old age, and you can't be aged magically. You also cannot die of old age.

At Hell's End

At 14th Level, you may use a bonus action regain Sin Points equal to half you max total Sin Points. You can use this once per short rest.

Allows access to the Sin Art: At Hell's End

Sin Art: At Hell's End: As an action, you may spend up to 5 Sin Points to assail a group of enemies in tormenting strike in blink of an eye pulling their sins and regrets to the surface. Choose a number of creatures equal to the amount of Sin Points spent within 60ft. Each creature suffers Psychic Damage equal to 2d10 + Distortion Die + your Charisma modifier from a strike and must make a Wisdom Saving Throw against your Warlock Spell Save DC or be Paralyzed for one minute. You then can appear within 30 ft of one of the targets of this Sin Art. The creatures afflected by the Paralyze can make a save at the end of their turns.

You can only use this Sin Art once per long rest. Using this Sin Art ends your turn.

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