Everyone sins, that is the reality of the world we live in. Even for the most passive and peaceful person, sin will always find a way to creep in, no matter how small. While some may see sin as an evil thing, others think of it as something of a source of power. For those who truly commit to sin and have showed great amounts of certain sinful behaviors, this thought can become a reality when they find themselves being bestowed an Aspect of Sin. Aspects of Sins work in strange ways, however, as they are not physical objects to be sought out nor is there any sort of pattern to how it is decided when one will be granted or what makes the decision.
This specific Aspect of Sin is that of the sin of Gluttony. Whether it be through a tendency to eat large quantities of food, a strong will to protect others at any cost, or simply someone who trains just a bit too much, a gluttonous soul shall be granted power through their overindulgence.
Aspects of Sin do not occupy an attunement slot, however, they can never be removed after being attuned and each creature can only have 1 Aspect of Sin.
When an Aspect of Sin is granted, the wielder must choose their specialization between martial, casting, or mixed. This decision will grant abilities that suit both their sin and playstyle.
Martial:
Gluttons Gullet (1/day):
As a reaction, you may absorb a spell that targets or would affect you, nullifying it completely. Your next attack deals XD4 force damage where X is the absorbed spell's level.
Consuming Strike (3/day):
On a hit with a weapon or unarmed strike attack, you may deal 1d4 extra force damage and heal half of the damage you dealt.
Resistance:
Cold damage
Casting:
Gluttons Gullet (1/day):
As a reaction, you may absorb a spell that targets or would affect you, nullifying it completely. You gain 1 temporary spell slot equal to or less than the nullified spell's level. This spell slot remains until used or a long rest is completed.
Crushing Negative(3/day):
When you cast a leveled non-damaging spell, you may also give the target disadvantage on the next skill check, attack roll, or saving throw they perform. This disadvantage is granted prior to any possible saving throw the spell may require.
Expanded Spell List:
These spells are known to you, and do not count to your known spells. They are counted as spells of the class you are playing, and are always prepared if your class prepares spells.
|
Spell Level |
Spell |
|
1st |
Earth Tremor |
|
2nd |
Enlarge/Reduce |
|
3rd |
Aura of Vitality |
|
4th |
Gravity Sinkhole |
|
5th |
Wall of Force |
Mixed:
Gluttons Gullet (1/day):
As a reaction, you can absorb a spell that targets or would affect you, nullifying it completely. You restore 5 * the level of the spell as health.
Unbreaking Wall (3/day):
As a reaction, you may increase your AC by 2 until the end of your next turn.
Innate Casting:
You gain the cantrip Blade Ward . You may also cast Absorb Elements at first level and Magic Weapon at second level once per short rest each. You may choose to cast with CHA, WIS, or INT.
Notes: Healing, Damage, Buff, Combat
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