Base Class: Fighter
Tieflings or creatures of demonic Origin upon reaching 3rd level will grow a marking such as a scar or tattoo related to the sin of the demon they are related to. for example if its wrath it might be a flaming skull, or greed it might be a tattoo of skull wearing a crown surrounded by treasure. After the awakening the creature will also loose an emotion at the cost of awakening their latent power.
Demonic Marking
Choose one of the Following.
Pride: The user gains the ability to add a 1d6 to one ability check, saving throw, or attack roll made, they can only do this once a day and regain all uses on a short and long rest.
Choosing this sin comes at the cost of giving up your Humility.
Sloth: The Users movement speed becomes halved but in return gain advantage on attack rolls. Choosing this Sin Comes at the cost of giving up your Diligence.
Greed: The User gets the ability to summon weapons and items into the hand of the user as a free item interactions. to attune an item in this way requires 10 gold and a 1 hour ritual in which the gold will be disintegrated in order for the chosen item (treat this almost like its own miniature pocket dimension where the user can then store the item and take it out). if the item is destroyed or have a 1 use this feature will not remake the item although items such as ball bearings and caltrops can be recalled for later use. Choosing this sin comes at the cost of you giving up your Charity
Wrath: The user when in combat can sacrifice an amount of their hit points up to 4x their proficiency bonus to increase their damage rolls of a weapon attack by that amount. if a creature is to die way the user instead only spends half the hit points needed. this feature cannot be used again until you finish a short or long rest. Choosing this sin comes at the cost of giving up your Patience
Lust: The User has become gifted in their skills of communication and now gain advantage in 1 charisma ability check of their choice as well as charisma saving throws. Choosing this sin comes at the cost of you giving up your Innocence.
Envy: when the user sees another creature pass an ability check, saving throw, or attack, roll the user can force that creature to reroll if they are to fail a Charisma Saving throw dc= 8+proficency+ wisdom or intelligence (the creature if immune to charms doesn't need to make the save). they can do this as a reaction a number of times equal to their proficiency bonus divided by 2 (rounded down). on a failed save the user gains advantage on their next ability check, saving throw, or attack roll made. you regain this feature every long rest. Choosing this sin comes at the cost of you giving up your Happiness
Gluttony: The User Gains an unarmed attack of 1d6+Strength or Dexterity (Bludgeoning or Slashing Damage) and an unarmed bite attack of 2d6+strength or dexterity (Piercing Damage). The user can only make 1 bite attack a turn and heals for 1/4th the damage dealt for every bite made. Choosing this path comes at the cost of you giving up your Moderation
Demonic Constitution
The User Becomes Immune to both the Poison Condition and Poison Damage.
Unholy Mutation
The User is now Immune to Fire damage and Resistant to Lightning Damage.
When Exposed to holy grounds such as a church or blessed land the user will take 5d8 radiant damage a round until they leave the area.
when exposed to holy water the user will fall under the poisoned condition (Ignoring their Immunity to such condition) if they fail a constitution saving throw dc = 1/2th the damage dealt Minimum of 10.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Gift of the Marking
Starting at 15th level your Demonic Sin gives you an additional Feature.
Pride: The user can suffer 1 point of exhaustion when dropped to 0 hit point to instead drop to 1 hit point and make an attack roll as a reaction. if the user is die to exhaustion they will be disintegrated as using this ability pushes the user to surpass their mortal limits to surpass even death.
Sloth: The user can remove exhaustion as a short rest and is now capable of storing up energy. for every additional hour the user takes long resting they can increase an attack roll or ability check by The number of hours rested X 2.5.
Greed: The User can now add items into its pocket plane attunement for free. The User can now summon up to 2 items as a free action. the user can attune armor to the pocket plane and equip and unequip it as a free action. Additionally the user can attune to 1 extra magic item as long as they spend half the amount of gold the item would cost in a ritual.
Wrath: If another creature within attack range is to deal a killing blow to you or an ally you can make 1 attack roll at advantage against that creature. on a hit the target will take an amount of damage equal to the amount of damage they dealt on the killing blow + your attacks damage roll. you can only do this once a long or short rest.
Lust: The User gains immunity to both the charmed and frightened condition. they also gain advantage on 1 additional charisma check
Envy: The User marks 1 Creature of their choice that is superior in 1 thing compared to them as a bonus action. from then on that creature must make a Intelligence save Dc = 8+proficency+ Intelligence or wisdom, at the start of each of their turns. on a failed save that creature will have disadvantage on whatever the user has determined the creature is better at. (one thing only, Such as saving throws, or attacks rolls) . you can only do this once a long rest
Gluttony: The Bite damage deals 2d8+Strength or Dexterity and unarmed attacks are now equal to 1d8+Strength or Dexterity. You now also heal for 1/2th of all your bite damage dealt. You can also eat non edible materials such as stone or nails easily without suffering consequence. you will also gain sustenance from doing so as if you were eating rations.
Embodiment of Sin
One per long or short rest the user enters a regenerative state. While in this state the user will heal for 20 hp a turn and any removed limbs or body parts will automatically reattach to the user if they are within 10ft of them. Decapitation will not kill the user while in this state as the head will reattach to the body and heal the wound. This Regenerative state lasts for 1 hour. to stop the healing factor the user has to be exposed to at minimum 10 radiant damage. all holy water and holy ground within 30ft of the user while this is active will also loose their blessings or holy attributes.
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Posted Dec 11, 2023I absolutely love this class the idea is so cool and it seems balanced