Base Class: Bard
This class draws on the eight sins theorized by 4th century monk Evagrius Ponticus, rather than the traditional seven. Primarily this is for flavor, but also who has a d7?
The College of Sin draws bards who wish to study the most base desires of living beings, and how to wield those desires in their favor. This is a college of give and take, of mastering the art of temptation without losing oneself to it. Many denounce this college and look down upon its practitioners, but no matter how much they protest, adherents of the College of Sin understand this very simple truth: no one is above sin.
Wages of Sin
The very magics you wield will try to corrupt you, and if you aren't careful, they'll begin to corrupt those around you as well. As you master your temptation, your control over sin will grow, granting bonuses to abilities that draw upon it, but this path is not foolproof.
Starting at third level, as a reaction you may expend a bardic inspiration die to draw upon your own temptation and add your max bardic inspiration+proficiency to any attack, skill check, saving throw, or damage or healing roll made by any creature within 30ft that can see or hear you.
When you invoke this bonus, you and the target must make a charisma saving throw to resist the temptation of sin. You may roll with disadvantage to give your targets advantage on their rolls. On fail, the creature(s) are subject to the whims of your sin for 1 minute or until they pass the saving throw at the end of their turn.
Roll a d8 to choose your biggest temptation, or choose one that fits your character. You may choose an additional sin at level 6 and again at level 14, and then choose which effect to invoke. You and the target must suffer the same effect.
- Lust
- Gluttony
- Greed
- Sloth
- Wrath
- Envy
- Pride
- Despair
Despair
On their turn, they release a wave of despair, and creatures within a fifteen foot radius must make a wisdom saving throw of the epicenter's spell save DC. On fail, creatures take xd4 damage, where x is equal to the epicenter's level. On save, they take no damage.
Envy
On their turn, they use their action and bonus action to cast Vicious Mockery on any creature in range, using their own spell save DC. If they are not a caster, the spell save DC is 8+their CHA mod. If they are under a condition that prevents them from using magic, such as barbarian's rage, they will only sling insults.
Gluttony
On their turn, they must eat the closest available food. If there is no food available, they must attempt to eat the closest living thing, whether it is edible or not.
Greed
On their turn, they must move to the closest valuable they do not own and attempt to take it.
Lust
On their turn, their movement is reduced to zero, and all creatures beginning their turn within 15ft must roll a wisdom saving throw or become charmed. Charmed creatures will not attack the epicenter while this effect is active, and must attack anyone who attempts to attack the epicenter. The charmed effect ends when the charmed creature succeeds a saving throw at the end of their turn, or when the epicenter succeeds their saving throw.
Pride
On their turn, any attack they make is with disadvantage, any attack made against them is made with advantage, and they must use their most limited available ability, such as their highest available spell slot, a rare consumable, or an ability with a long cooldown (short rest/long rest). If they do not have any limited resources available, they can attempt to do something that is beyond their means or excessively flashy.
Sloth
On their turn, their movement is reduced to zero, and they can only interact with objects to make themself more comfortable, such as removing their armor, taking a blanket from their pack, etc. All attacks against them are made with advantage, and all successful hits are critical.
Wrath
On their turn, they must attack the closest creature, be it friend or foe. Any attack they make, and any attack made against them, is made with advantage.
Knowledge of Vice
When you learn the ways of sin at 3rd level, you gain the ability to instill temptation into your performances. As a bonus action, roll perception with advantage to determine your target's greatest temptation. If you succeed, the target has disadvantage on saves against your enchantment spells for 1 minute, and you may cast vicious mockery as a bonus action for the duration. Once you use this feature, you cannot use it again until you finish a short or long rest.
Subject of Vice
At 6th level, you gain the ability to lace your performances with temptation, planting the belief in all who perceive your performance that pleasing you is the only way to happiness. For up to one minute, or until your concentration is broken, you may use your movement or your action to continue this performance. For the duration of the performance, as a bonus action, you can cast Command without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature. Once you use this feature, you cannot use it again until you finish a short or long rest.
Avatar of Vice
At 14th level, you radiate temptation, causing those around you to lean just a little more into their vices.
As a bonus action, you can strengthen this aura of temptation for up to one minute or until you are incapacitated, forcing hostile creatures within 30ft of you to pass a wisdom saving throw or act in a manner consistent with the vice of your choosing. Creatures will not behave in a manner inconsistent with something they would actually do.
Comments