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 Sloth. Whether it be through an inherent laziness, having slow and calculated reactions, or simply someone who enjoys their extra sleep, a slothful soul shall be granted power through their inaction.
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:
Delayed Reactions (1/day):
As a result of dealing damage with a weapon or unarmed attack, if you haven't moved this turn you may choose to deal the same damage again at the start of the target's next turn. Your movement becomes 0ft for the rest of your turn.
Slow Strike (3/day):
This feature has concentration similar to a spell. On a hit with a weapon or unarmed attack, you may choose to instead delay the damage roll. At the end of the target’s turns, add 1d4 necrotic damage. You may use your reaction to roll damage from the original attack and the bonus damage. If concentration is broken, you must roll damage without the stacking bonus damage. Rolling damage through either of these methods ends the ability immediately.
Resistance:
Lightning
Casting:
Delayed Reactions (1/day):
After casting a spell and if you haven’t moved yet this turn, you may choose to cast the spell on the same target again after the end of the targets next turn. Your movement becomes 0ft for the rest of your turn.
Lingering Spells (3/day):
When casting a damage dealing spell 1st level or above, you may cause the remnants of it to linger in the space it struck, including any AoE the spell may have had. These spaces deal 2 necrotic damage for every 5ft traversed within it. If a creature ends their turn within it, they take 4 necrotic damage that cannot be resisted in any way. This effect lasts for 1 minute but can be cancelled early with a bonus action. A creature may only have 1 instance of this ability active at a time.
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 |
Fog Cloud |
|
2nd |
Misty Step |
|
3rd |
Catnap |
|
4th |
Blight |
|
5th |
Telekinesis |
Mixed:
Delayed Reactions (1/day):
If a creature enters your 5ft radius, you may use your reaction to shove them back 10ft without making contact and reduce their movement to 0ft until the start of their next turn. The target is unable to make reactions and has disadvantage on attack rolls in this state.
Sluggish Rhythm (3/day):
If you land a spell attack or weapon attack, you may remove the target’s ability to perform multi-attacks until the start of your next turn.
Innate Casting:
You gain the cantrip Toll the Dead . You may also cast Arms of Hadar at first level and Hold Person at second level once per short rest each. You may choose to cast with CHA, WIS, or INT.
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