The power to harness the unknown, to move within the shadows, to be able to bring forth the darkness of night, and a sudden or calming death. Bestowed to those by the God of Night, Mummification, Sorrow, and Balance, Nox, one must be born under a Blood Moon. Those who have Sin are children who lived through great sorrow, misfortune, and death within their lives. They find a need to care for others amidst the darkness of their past. They feel unloved and unwanted, but show their care to others through acts of bravery and justice. Almost all of those touched by the shadows are the Sinners of Silence, or Harbingers of Nox.
As a Sin, you command pure darkness. As a Halfite of Sin, you can only use your gift in the presence of night, or trapped within total darkness.
Elemental Color: Black.
Spellcasting Focus: an onyx crystal encased in a silver shell, with an added chain.
Godly Ability: Lifesteal. For a moment in time, the children of sin have been known to harness stolen elements from those who they claim to be their victims by willingly touching the bare skin of their victim. Those you touch must succeed a Constitution save (DC is equivalent to yours), and on a fail their Gift will be stolen, crystal will crack, and they shall die. The element you stole is considered to be a Halfite ability, unless you steal another of the same ability or a Sin.
Shadow of Nox: With every attack, whether melee or spell, you give an added 1d6 necrotic damage, or can choose to steal 1d6 health from your chosen target. This die increases by 2 every 3rd, 6th, 9th, 12th, 15th, and 18th level.
Spells: You have a pool of points known as a Sin Tear; the number is equivalent to your spellcasting ability modifier + Arcana. If you don't have a spellcasting ability modifier, use your Wisdom.
You can use a Sin Tear to cast spells without expending a spell slot. Sin Tears are replenished by leaving offerings of moon pendants and crystals at Shrines or alters of night, or moonbathe-ing.
You can only cast up to the spell slot level that you know and have access to, for example, you cannot cast a 9th Level spell if you do not have access to 9th Level spells. This does not apply to Cantrips. If you do not use spells/are not a caster you only have access to Cantrips. Halfites of Nox can only use these spells if darkness is present within range.
The following list of spells peer into what you may learn and come across during your time as a Child of Nox. You are granted four spells of each level, until 9th where you will be granted one spell. You may use a Sin Tear to cast any of these spells, if you meet the prior prerequisites.
- Cantrips: Eldritch Blast, Decompose, Spare the Dying and Chill Touch.
- 1st Level: Arms of Hadar, Hex, Hellish Rebuke, and Dissonant Whispers.
- 2nd Level: Crown of Madness, Moonbeam, Darkness, and Shadow Blade.
- 3rd Level: Animate Dead, Bestow Curse, Hunger of Hadar, and Speak with Dead.
- 4th Level: Evard's Black Tentacles, Phantasmal Killer, Shadow of Moil, and Death Ward.
- 5th Level: Hallow, Enervation, Negative Energy Flood, and Danse Macabre.
- 6th Level: Soul Cage, Circle of Death, Create Undead, and Harm.
- 7th Level: Finger of Death, Tether Essence, Teleport, and Resurrection.
- 8th Level: Dark Star, Mind Blank, Feeblemind, and Maddening Darkness.
- 9th Level: Nox's Tomb.
Fighting Styles: If you are not a caster, but are recognized as a Child of Nox, a Sin, you still have the Gift of Darkness flowing through your veins that may aid you in combat. There are 3 main styles that Noxytes teach their prodigies, Tao, Shei, and Fuen. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Tao: Tao refers to the ancient Sevillian script "to support." If there is a patch of shadow, you may use a bonus action to shroud yourself in the darkness, rendering yourself invisible to the naked eye. You are granted +2 AC Bonus, have advantage on all attack rolls, and can shroud allies within this darkness. The effect dissipates once the shadow vanishes, or a bright light is cast in your direction.
Shei: Shei refers to the ancient Sevillian script "of great balance." In the dead of night, you can grasp a weapon/set of weapons (max 2) you are proficient in, they then deal necrotic damage. Your blades leak a inky black substance that secretes 1d6 acid damage into your foes. For your next turn, you are able to teleport to other shadowy spots (min. 5ft by 5ft), and even the shadow of any target you see within range. Once teleported, the target must roll a Wisdom saving throw or be frightened for the remainder of its turn. Your are granted +2 AC Bonus, and have advantage on all attack rolls.
Fuen: Fuen refers to the ancient Sevillian script "vast, deep." Nox summons you to his tomb, and you are knocked unconscious. In this state, you cannot move, talk, or signal your allies, and will remain there until the effect ends. For the next 1d4 rounds, the sky will shift into an ominous twilight, and from your body, scars will reopen, orifices will burst, and your blood becomes these pulsating red tentacles with a range of 300ft. Everyone in range must make a Wisdom saving throw, failure is not an option. On fail, these tentacle-like chains will pierce into the target's heart, performing a consistent Lifesteal over the course of the duration, and deposit them into your Moon Pool. Once your pool has gained over 100 points, the chains will pierce the heart of the target, effectively ending their miserable existence. Once this effect ends, you regain consciousness, but are unaware of the events that followed. For every use of this ability, you lose 1 of your Hit Dice permanently. You cannot use this ability until the next twilight.
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