Base Class: Paladin
Paladins who swear the Oath of Sin do not shun darkness—they embrace it. These paladins believe that to truly conquer evil, one must understand it, channel it, and sometimes even become it. They do not serve virtue, but balance—guarding the world from the apocalypse by mastering the primal flaws that would otherwise consume it. Each paladin of Sin manifests one of the Seven Deadly Sins as a reflection of their internal struggle, wielding it as both weapon and warning.
Sin Affinity
At 3rd level, choose one of the Seven Deadly Sins to define your path. This choice influences your subclass features and represents the sin you embody, suppress, or master.
Each sin grants you a passive bonus and a Sin Mark effect for Sinful Smite.
Envy
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Passive: When a creature you can see within 30 feet gains temporary HP or a magical buff, you can use your reaction to gain temporary HP equal to your Charisma modifier (minimum 1).
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Sin Mark: Until the end of your next turn, the target can’t benefit from cover, magic resistance, or resistance to a damage type of your choice of every damage type except Radiant, Necrotic, and Fire.
Gluttony
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Passive: You have advantage on saving throws against poisoned and exhaustion. Once per long rest, you can use Lay on Hands as a bonus action.
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Sin Mark: The target becomes slowed (as per the slow spell, but only affects movement and reactions) until the end of your next turn.
Greed
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Passive: When you reduce a creature to 0 HP with a melee weapon attack, you can choose to gain temporary hit points equal to half your Paladin level + your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus per long rest.
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Sin Mark: Until the end of your next turn, the target can’t take reactions and provokes opportunity attacks even if it takes the Disengage action.
Lust
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Passive: You gain proficiency in Deception or Performance (your choice). If you cast a spell that charms a creature, you can add your Charisma modifier to one damage roll made against that creature once before the effect ends.
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Sin Mark: The target must succeed on a Wisdom saving throw or become charmed by you until the end of your next turn.
Pride
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Passive: You gain proficiency in Persuasion. If you already have it, choose another Charisma skill. You are immune to effects that would magically suppress your Charisma score or modifier.
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Sin Mark: Until the end of your next turn, the target has disadvantage on Charisma ability checks and saving throws and can’t benefit from allies' Help actions.
Sloth
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Passive: You gain Expertise in one skill of your choice.
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Sin Mark: The target must succeed on a Strength saving throw or be knocked prone and unable to take bonus actions until the end of its next turn.
Wrath
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Passive: When you hit a creature with a Divine Smite, you can choose to take 1d6 damage to deal an additional 1d6 damage to the target.
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Sin Mark: The target has disadvantage on the next attack roll it makes before the end of its next turn. If it misses, it takes force damage equal to your Charisma modifier.
Aura of Vice
Starting at 7th level, your sinful essence radiates outward, unsettling your enemies and empowering your allies.
While you are conscious, enemies within 10 feet of you have disadvantage on saving throws against being charmed or frightened.
Additionally, when an enemy within this aura is affected by your Sin Mark, it cannot take the Disengage action until the end of its next turn.
Vice Made Flesh
At 15th level, the sin you embody begins to corrupt your form, granting you supernatural resilience and presence.
You gain resistance to psychic damage and cannot be forced to speak the truth or magically reveal your thoughts unless you choose to.
In addition, once per long rest, when you are reduced to 0 HP, you can instead drop to 1 HP and immediately apply a Sin Mark to the creature that damaged you (no action required).
Avatar of Sin
At 20th level, you can fully unleash your sinful essence, becoming a living avatar of your sin.
As a bonus action, you transform for 1 minute. You gain a flying speed of 30 feet and one unique Sin Form effect based on your chosen Sin.
You can use this feature once per long rest.
Envy
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You can choose one creature within 60 feet at the start of your turn. Until your next turn, you gain advantage on attack rolls and saving throws against only that creature.
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That creature has disadvantage on attack rolls against anyone but you.
Gluttony
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You may use your reaction once per round to absorb incoming healing or temp HP intended for a creature within 30 feet—redirecting it to yourself.
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You may also make two attacks when you use your bonus action for Divine Smite or Sin Mark.
Greed
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When a creature within 30 feet uses a healing spell or ability, you gain temporary HP equal to your Charisma modifier.
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You can use Lay on Hands as a bonus action, and its healing is doubled (to others only).
Lust
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You can use your reaction to charm a creature that targets you with an attack or harmful spell (once per creature per turn).
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Charmed creatures have disadvantage on saving throws against your spells and Sin Marks.
Pride
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Sovereign Aura (30 ft): Enemies who start their turn in this aura must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or suffer disadvantage on attack rolls and saving throws until the start of their next turn.
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Unshakable Command: You have advantage on all Charisma checks and saving throws, and you are immune to charmed, frightened, and dominated conditions.
Sloth
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Enemies within 10 feet of you have their speed halved, and their attacks deal -1d6 damage (minimum 1).
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You can take the Dodge action as a bonus action.
Wrath
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When you are hit by a melee attack, the attacker takes fire or necrotic damage equal to your Charisma modifier.
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Your Divine Smite deals an additional 1d8 damage.
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