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 Greed. Whether it be through an obsession with material goods, a desire to protect your belongings, or simply someone who wishes to become stronger than others, a greedy soul shall be granted power through their selfishness.

 

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:

 

Have it all (1/day):

If you miss an attack on your turn, you may use your reaction to cause your attack to hit instead. The enemy must make a DC 15 strength save or else they are disarmed and their weapon is sent 1d4 * 5ft in a direction of your choice.

 

Flash of Gold (3/day):

In a bright flash of light, you teleport up to 20ft to a spot within 5ft of an enemy you can see and perform an attack dealing an extra 1d4+1 radiant damage. If this attack defeats the target, you also instantly loot all held coins.

 

Resistance:

Acid

 

Casting:

 

Have it all (1/day):

When you cast a spell of 1st level or higher, you may cast it without consuming a spell slot as long as you have the appropriate level of spell slot. If this spell deals damage, treat the damage roll as if you rolled the maximum possible result.

 

Silky Shine (3/day):

Your spells fly smoothly through the air causing targeting range to be doubled. If this spell kills a creature, all their gold appears in your pockets.

 

Expanded Spell Listed:

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

Distort Value

2nd

Knock

3rd

Incite Greed

4th

Sickening Radiance

5th

Dawn

 

Mixed:

 

Have it all (1/day):

When you are using a magic item that consumes charges other than this one, you may reduce the amount used by 1. Additionally, you regain an amount of health equal to double the max amount of charges the magic item can store.

 

Diamond in the Rough (3/day):

As a result of taking damage from a creature, you may use your reaction to teleport up to 30ft away and attempt to hide. If you successfully hide, you also pickpocket an amount of money determined by the DM from the creature that struck you.

 

Innate Casting:

You gain the cantrip Mage Hand . You may also cast Divine Favor at first level and Cloud of Daggers at second level once per short rest each. You may choose to cast with CHA, WIS, or INT.

 

Notes: Damage, Buff, Utility, Combat

Previous Versions

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Item Tags: Damage Buff Utility Combat

Zapper67456

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