The Blood Of Greed Image
Prerequisite: Must have the Children of the Sins feat
 

The blood of the sin of greed courses through your veins. Your selfish desire to grow in wealth or power is overwhelming, so much, so that people can see flowing out of you. Although indulging in your desires does have its benefits. You must pick your path of greed of which there are 5 options. Greed of Gold, Greed of Arms, Greed of Control, Greed of Fame, and Greed of Wonders.

You can change your path of greed each time you finish a long rest, after gaining a level.

Greed of Gold

Your greed leads you to collect, or hoard gold. But that is your strength. As a special action, you can spend 10 silver grant advantage on any one d20 roll, 100 gold will cause you to succeed on any d20 roll, and 100 platinum will grant you critical success on any roll. The gold with automatic disappears from your inventory, to where no one knows. 

Additionally, the amount paid does not have to be the exact currency type but must equal the cost requirement.

You can use this a number of times equal to your proficiency bonus, and the number of uses resets on a long rest. 

Greed of Arms

Your greed for collecting weapons and arms, to only be used for yourself, is impulsive and out of control, but does have its benefits at times. During a long rest, you can fuse a weapon of uncommon rarity or higher and sacrifice it. You gain this weapon as a permanent of your body. If it requires attunement you ignore that, use any benefits you would get from attuning, and the weapon ignores any resistances.

Additionally, you can change the weapon during any long rest. You gain the weapon that was part of you back.

Greed of Control

Your selfish desire to have control over other people and creatures is taken to an unhealthy circumstance. And most can feel your want for control almost seeping out of you. You create bonds with creatures, almost like a patron and their warlocks. You gain expertise in persuasion and intimidation checks but have disadvantage in both.

Additionally, you can have up to 2 creatures as familiars. The way you go about this is by casting a spell over them, they make a Wisdom Saving throw (DC is 10 + half your character level, rounded up). On a successful saving the creature is immune to this effect for the next 24 hours. On a failed save, you and the target are mentally transported to a demi-plane of your making, time doesn't move whilst in this plane. There you gain advantage on persuasion and intimidation checks. Will in this demi-plane you and the creature discuss the terms of your pack or bond, the creature can attempt to break free from the spell by making saving throws, similar to death saving throws (DC is equal to your character's level), on a success you and the creature are sent back to your body's and the creature cannot be affected again. Once the agreement is finished, you and the creature return and must fulfill your ends of the agreement, additionally, you and your familiar are telepathically linked.

If an agreement is too much for you or you have no more need for it, you can spend 8 hours and end the connection.

Greed of Fame

Your greed leads you to desire the glory and the gathering of everyone else’s attention, putting yourself in the spotlight. Leading to you being notoriously obnoxious. You gain expertise in all instruments and performance checks.

As a bonus action, you can draw the attention of people nearby up to a maximum of 5, having a red trail leading from their eyes to you. You cast a spell over them, and force the to make a Wisdom saving throw (DC is 8 + ypur proficiency bonus + your performance modifier), on a successful save they resist the effect and become immune for the next 24 hours. On a failed save, they become charmed by you, making it difficult to talk to others when you’re in the room. But you can talk freely to them as you please, gain advantage of persuasion checks.

If they are hurt they fail out of the effects and can not be effected again and once you leave their area they good back to normal.

Greed of Wonders

Your greed leads you to desire the collection of wondrous magical items. This leads to you collecting as many as you can. As a bonus action, you can sacrifice a wondrous item and swap it out for two others for 24 hours. After the hour the wondrous items vanish and are lost appearing elsewhere. You can use swapped items to sway for other items, each time you swap further they last 4 hours less.

Items swapped in this way are not created but taken from a different place. Additionally, you can only swap items of the same rarity.

You can do this a number of times twice your proficiency bonus, resetting on a long rest.

 

The Blood Of Greed Image

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