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 Wrath. Whether it be through an insatiable anger,  the pursuit of revenge, or simply someone who fights relentlessly for justice, a wrathful soul shall be granted power through their rage.

 

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:

 

Embers to Inferno (1/day):

If you have taken 2 or more instances of damage since the end of your previous turn, as an action you may cause your own fiery aura to spike for 1 minute. While in this state, ranged attacks have disadvantage against you. Additionally, at the end of your turn, all creatures within a 5ft radius around you take 1d6 fire damage that cannot be resisted in any way.

 

Burn it Into Me (3/day):

As a bonus action, you take 10 fire damage that cannot be resisted in any way to drastically heighten your physical strength. As a result, your next attack hits without needing to roll and grants the maximum possible values on all damage dice.

 

Resistance:

Force

 

Casting:

 

Embers to Inferno (1/day):

If a target you can see has been targeted by a spell 1st level or above since the end of your previous turn, as an action you may convert the lingering magic in the air around them into sparks of flames that quickly erupt into an inferno. All creatures within a 5ft radius centered on your target take Xd12 fire damage where X is the level of the spell that targeted them + 1. However, creatures damaged in this way that survive remain coated in the inferno until the end of their next turn, allowing them to deal an extra 1d10 fire damage when they make a weapon attack or unarmed strike. 

 

Forge Thy Weakness (3/day):

As a result of casting a cantrip which scales based on character level, you may expend a spell slot of any level in order to enhance it. When enhanced, the spell is improved as if it was an amount of stages stronger than the spell slots level. For example, if you use the cantrip fire bolt and expend a 5th level spell slot, it will do an extra 5d10 fire damage since each stage of level increases the damage by 1d10.

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

Burning Hands

2nd

Flame Blade

3rd

Fireball

4th

Wall of Fire

5th

Summon Draconic Spirit

 

 

Mixed:

 

Embers to Inferno (1/day):

If any enemy within 10ft of you hasn’t taken damage since the end of your previous turn, as a bonus action and if you still have your action, you force the enemy to become the target of your flames of rage. On all your turns, you must take the attack action against the previously mentioned enemy. If the target is killed by another source or if you fail to use your attack action on them, you will take 5d6 fire damage and immediately end the effect. Until the effect ends, at the beginning of your turns you will take 2 fire damage that cannot be resisted in any way. However, your weapon attacks and unarmed strikes deal an additional 2d8 of fire damage. If you kill the target, you may stop the effect with no downside or keep this effect up without needing to attack any specific target. However, if you keep the effect up, the damage you take per round will be increased to 4 fire damage that cannot be resisted in any way and can only be canceled if you use your action to do so.

 

Duality of the Hearth (3/day):

As a bonus action, you cause flames to circle around you, dealing 1d6 fire damage to any creature within 5ft of you. If you have Embers to Inferno active, you also heal 1d6 + 1 health. 

 

Innate Casting:

You gain the cantrip Fire Bolt . You may also cast Searing Smite at first level and Scorching Ray at second level once per short rest each. You may choose to cast with CHA, WIS, or INT.

 

Previous Versions

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6/9/2024 9:35:00 PM
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Zapper67456

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