Base Class: Fighter
Sin Knights weaponize Sins they were given as punishments for a horrific deed. Many of these Sins cause the Sin Knight great pain or discomfort and are weaponized by focusing their own magic into the Sins. The Sins of a Sin Knight are beyond cure and can only be cured by righting ones wrongs which for most Sin Knights is a feat in itself. Sin Knights gain access to 7 different types of Sins, The Seven Deadly Sins, this does not mean you are restricted to 1 Sin, you can have a maximum of 3. When fighting enemies who have committed the sin of your corresponding curse, you become stronger to that enemy.
Sinful Curses
When you reach 3rd level, you are cursed by a god for your misdeeds, there are 7 different curses and the curse given to you is determined by the sins you've committed. You start with two of these curses and may get more if your DM agrees.
Wrath
The Wrath curse causes you immense rage and a general impatience for everything. When utilizing this curse in combat you can deal 2d8 fire damage on attack, you also must roll a Wis save determined by 10 + your wisdom modifier + your proficiency bonus or become completely focused on a singular opponent. You can make a wisdom save on each turn to remove this effect however you must roll to change targets or spend your turn calming yourself.. When attacking a person who has committed the Sin of Wrath, they must instead make the Wis save rather than you. The damage of this feature goes up by 1d8 every 3 levels over level 3.
Gluttony
The Gluttony curse causes you to have an insatiable hunger, whether for food or knowledge. When utilizing this curse in combat you deal 2d8 acid damage and gain the bite action, whatever it's you bite must succeed a Con saving throw determined by 10 + your wisdom modifier + your proficiency bonus or become Frightened of you until it succeeds the Con save. When using this feature on someone who's committed the Sin of Gluttony, they become Frightened without a save. The damage of this feature goes up by 1d8 every 3 levels over level 3.
Lust
The Lust curse makes you more physical with others that you would be attracted to. When utilizing this curse in combat you can force an enemy that you can see and that can see you to roll a Wis saving throw determined by 10 + your wisdom modifier + your proficiency bonus, on a failed save the target becomes Charmed to you, on a successful save you must instead roll a Wis save or become charmed to the target. When using this on someone who has committed the Sin of Lust, they become Charmed without a save.
Pride
The Pride curse makes you more likely to attack others for insulting you. When utilizing this curse in combat you deal an additional damage die with every melee attack, however enemies gain advantage to hit you. When using this feature against someone who has committed the Sin of Pride, you deal 2 additional damage die and gain advantage against the target while they gain disadvantage to attack you. When you reach level 7 you deal 1 more damage die and at level 15 you do another additional damage die.
Envy
The Envy curse makes you more likely to get jealous of others for having things you don't have. When utilizing this curse in combat you can steal an opponent's weapon from their hands that you can see, they must roll a Perception check at advantage to prevent you from stealing their weapons. If the target has committed the Sin of Envy, they instead gain disadvantage on the Perception check and you can steal more than one item at one time.
Greed
The Greed curse make you more likely to hoard many of one item and makes you hostile when other try to take it. When utilizing this curse in combat you can deal 2d6 psychic damage to a target and cause them to become aggressive to their allies. The target must succeed a Wis saving throw determined by 10 + your wisdom modifier + your proficiency bonus or become hostile to their allies as well, on a successful save you instead become hostile to your allies. When using this feature against a target who has committed the Sin of Greed, they fail the save without a roll. The damage of this feature goes up by 1d8 every 3 levels over level 3.
Sloth
The Sloth curse makes you lazy and less likely to do anything active unless it benefits you. When utilizing this effect in combat you can roll a Wis save determined by 10 + your wisdom modifier + your proficiency bonus to deal an additional 2d8 of whatever damage type your weapon is for all attacks, on a failed save you lose your turn and every turn until you succeed a wis saving throw. When using this feature against a target who has committed the Sin of Sloth, you can instead impose this roll on the opponent, you gain advantage against the opponent whether they succeed or not, you also gain the additional damage against that target.
Sinful Resistance
You gain Resistance to Necrotic damage not caused by one of your abilities.
Save DC = 10 + your wisdom modifier + your proficiency bonus
Mark of Sins
At 3rd level, you learn how to inscribe the marks of your sins into an inanimate object of your choice after completing a short or long rest. When raising this object in the direction of others you can detect whether or not they've committed one of your corresponding sins. There is no save to avoid detection however you can't tell what they've done to gain the sin.
Sinful Reading
Beginning at 7th level, when you make a melee attack against an enemy you can use your bonus action to read their sins. The target must succeed a Wis save determined by 10 + your wisdom modifier + your proficiency bonus, on a failed save you read the opponents sins and inflict 1d8 Necrotic damage per sin committed, on a successful save you instead take 2d8 psychic damage as the opponent has forced you out of their mind. When reading sins you are able to see everything they did when committing a sin of any type. You can only see the actions of a sin and cannot see anything between different sins. You can only use this feature 3 times per day, this resets after a long rest.
Aura of Sin
At 10th level, your understanding of sins grows and you begin to feel sins around you, all those that have sinned within 60ft of you have their sinfulness revealed allowing you to sense the sins of others. This feature does not tell you what their sins are, it instead informs you that they have indeed sinned.
Weight of Sins
At 15th level, you gain the ability to force an enemy that can understand sins, to feel the weight of their sins weigh down onto them. Roll a d6, the number it lands on determines the effect the sin has. You can only use this feature 3 times per day.
1 - You lose your next turn and all enemies receive advantage to attack you until you can attack again.
2 - You attack at disadvantage for 2 rounds.
3 - Nothing happens.
4 - The target is forced Prone for one turn only.
5 - The target opponent becomes Frightened of you and rolls its saves at disadvantage. This ignores any Immunity to Frightened.
6 - The target is knocked Prone and suffers 8d8 Necrotic Damage.
Judgement of Sins
Starting at 18th level, you judge another persons sins, when you make a melee attack against them and you know how many sins they've committed, you can attack up to 6 more times according to the number of sins you know they've committed. For everyone 1 sin that's 1 more time you can attack them. You can only use this feature once per day.
Previous Versions
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