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 Envy. Whether it be through a distain towards others you see as better, a desire to acquire something that someone else has, or simply someone who simply looks up to another, an envious soul shall be granted power through their jealousy.
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:
Covet (1/day):
As a bonus action, you may attempt to sap the strength from an enemy you can see within 15 feet of you. On your next weapon or unarmed attack, you may add their ability score bonus to both the attack and damage roll, in addition to your own. The borrowed bonus depends on the ability you use for the attack (either strength or dexterity). In addition, the target doesn’t gain any bonuses from the stolen ability score until the start of your next turn.
Snake Bite (3/day):
When you hit with a weapon or unarmed attack, you may inflict an additional 2d4 poison damage, and force the target to make a DC (8 + Proficiency Bonus + Constitution bonus) Constitution save. If the creature fails, they take an extra 1d4 poison damage, and their speed is halved until the end of your next turn.
Resistance:
Necrotic
Casting:
Covet (1/day):
If a spell targets you or one of your allies and if the spell is cast at a level in which you have a spell slot, use your reaction to make a skill check using your spellcasting ability modifier of DC equal to 10 + the spell’s level (Cantrips are DC 10). On a success, you cast the spell targeting the caster whether they are within range or not without using a spell slot. Failing does not use the charge.
Vipers Malice (3/day):
If you were to miss a spell attack or a target would pass your spell save, you may impose disadvantage on an ally in order to give yourself advantage on your spell attack or impose disadvantage on the targeted enemies spell save.
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 |
Tasha’s Caustic Brew |
|
2nd |
Alter Self |
|
3rd |
Bestow Curse |
|
4th |
Giant Insect |
|
5th |
Contagion |
Mixed:
Covet (1/day):
As a bonus action, choose an ally you can see within 30 feet of you. You may choose one skill they are proficient in, and become proficient in it for 1 minute. During this time, you may double your proficiency bonus when rolling this skill. Additionally, you may add the targeted allies stat the chosen skill uses to all attack or damage rolls you make. While borrowing this stat, the targeted ally has disadvantage on all rolls that utilize this stat.
Scapegoat (3/day):
When struck by an opponent, you may reflect half of the damage dealt to you back onto them, combined as poison damage.
Innate Casting:
You gain the cantrip Infestation . You may also cast Ray of Sickness at first level and Web at second level once per short rest each. You may choose to cast with CHA, WIS, or INT.
Notes: Damage, Debuff, Utility, Combat, Deception
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