Wondrous Item, unknown rarity (requires attunement)

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 Pride. Whether it be through a strong belief that others are inferior, a desire to keep up appearances, or simply someone who has just a bit too much confidence in their party's power, a prideful soul shall be granted power through their confidence.

 

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:

 

Self-Focused (1/day):

As a bonus action, you may enter a prideful rage for one minute. While in this state, you reduce all incoming damage from attacks by half of your player level, rounded down (With a minimum of one).

 

Saving Face (3/day):

As a reaction, if you are making an attack roll or saving throw with disadvantage, you may remove the disadvantage from the roll.


Resistance:

Poison damage

 

 

 

Casting:

 

Self-Focused (1/day):

As a bonus action, you may enter a prideful state of mind for one minute. While in this state, you may roll Intelligence, Wisdom, and Charisma saving throws and ability checks with advantage.

 

Showing Off (3/day):

When you cast a spell of 1st level or higher, you may impose disadvantage on its saving throw, as long as the spell does damage.

 

Expanded Spell List:

These spells are known to you, and do not count to your known spells. They are spells of the class you are playing, and are always prepared if your class prepares spells.

 

Spell Level

Spell

1st

Command

2nd

Mind Spike

3rd

Fly

4th

Phantasmal Killer

5th

Skill Empowerment

 

 

 

Mixed:

 

Self-Focused (1/day):

As a bonus action, you may enter a state of prideful competitiveness for one minute. While in this state, you gain advantage on attack rolls against creatures who are adjacent to one of your allies, attempting to look good to your allies.

 

Spark of Ego (3/day):

As a bonus action you may heal 1d6 + your player level.

 

Innate Casting:

You gain the cantrip Vicious Mockery. You may also cast Sanctuary at first level and Enhance Ability at second level once per short rest each. You may choose to cast with CHA, WIS, or INT.

Notes: Healing, Damage, Buff, Utility, Combat

Item Tags: Healing Damage Buff Utility Combat

Zapper67456

Comments

Posts Quoted:
Reply
Clear All Quotes