Warlock
Base Class: Warlock

Wrath, Envy, Greed, Lust, Sloth, Gluttony, Pride; the Seven Deadly Sins. They are the Chaos bringers in every world and plane of existence. They reek havoc upon every living thing. They even drag the weak in spirit down below the ground. Those who fall too far may even make deals with their Deadly Sin and make them their Deadly Patron. Those who follow this path are cutthroat and will do whatever they can to get what they want. Those who try to stray always end up under the unforgiving influence of their patron. Only a select few can live to warn of the danger of The Seven Deadly Sins, but not without punishment.

 

 

This is a long one so get ready

The Furious, Wrath

Wrath, the Sin of Unforgiving Anger will bestow upon you great strength. The only thing he asks is that you behead 7 creatures every day. You gain proficiency with all weapons and a gift from Wrath. Choose either a Cursed Greataxe or a Cursed Longsword. The curse on these weapons makes sure that you meet your quota or you suffer 1d4 fire damage at the end of the day as Wrath's little reminder of what he's asked you to do. You are bound to the weapon you choose, though if you go through a 1 hour ritual, you can switch it out for the other weapon. The Weapon can also act as your arcane focus.

Wrath also grants an intense aura of rage. You have advantage on Charisma (Intimidation) checks.

Your Fatal Flaw is the fact that you are easily angered and get into fights often.

Expanded Spell List

 Wrath allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level - Spells

1st - Searing Smite, Wrathful Smite

2nd - Branding Smite, Dragon's Breath

3rd - Blinding Smite, Erupting Earth

4th - Fire Shield, Wall of Fire

5th - Banishing Smite, Immolation

The Coveter, Envy

Envy, the Sin of Malicious Jealousy, will grant you the power to exploit weaknesses in others for your own gain. He gives you a gift that will help you destroy lives from the inside out. In return, he asks that you sow chaos and despair in the lives of 7 people every week. His gift is either a pair of Emerald Glasses that can point out the physical weaknesses in any creature or a necklace with a Peridot Heart that can point out any creature's fatal flaw. These weaknesses are only revealed to you, as the Gift is only attuned to you. You can spend 1 hour to perform a ritual that will allow you to change the gift to the other option. If you fail to meet the quota, his gift will place one of 7 curses on you that only a wish spell can undo. A curse lasts until you meet the quota. Once the quota is met, one of Envy's curses will fade. These curses can stack. The curses are as follows: 

1: Every time you use your Sinful Gift, you take 1d4 psychic damage per curse bestowed upon you.

2: Your skin turns a sickly green, giving you disadvantage on all Charisma checks you make while under this effect.

3: Your malicious intents on a creature are revealed to them if not already apparent.

4: Your Gift has a 10 percent chance to fail when used.

5: Reduce your Wisdom score by 1 every time you use your Gift. Your Wisdom score returns to normal when the curse is removed.

6: Reduce your Charisma score by 1 every time you use your Gift. Your Charisma score returns to normal when the curse is removed.

7: Whenever you see someone fail at something, you laugh at and heckle them for it, possibly changing people's view of you.

Envy also gives you the ability to look further into creatures and objects and find their weaknesses a lot easier. Whenever you try to find weaknesses in a creature or object, treat any roll of 7 or lower as an 8.

Your Fatal Flaw is your festering spite of the accomplishments of others.

Expanded Spell List 

Envy allows you to choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you.

Spell Level - Spells

1st - Bane, Dissonant Whispers

2nd - Detect Thoughts, Magic Mouth

3rd - Bestow Curse, Tiny Servant

4th - Arcane Eye, Compulsion

5th - Cloudkill, Contagion

The Seductress, Lust

Lust, the Sin of Intense Desire, is a powerful force that few can deny. Those who follow her tend to have an intense sexual desire, and will stop at nothing to get what they crave even if they do so by means of force. Lust gives her followers the power to seduce almost anyone, all she asks in return is that you lie down with at least 7 people per week. Her Sinful Gift appears as either a pair of heart shaped earrings (which allow you to add half of your proficiency bonus to any check you make to seduce someone) or a Rose Quartz Bracelet (which allows you to force a creature to make a Wisdom saving throw of your Sin DC or become charmed by you for 1 hour. You can only use this bracelet once per day.) If a follower fails to meet the quota, she whips their back 7 times, dealing 7d4 damage and 1d4 damage every day that they fail to meet the requirement. The aftermath damage stacks and is dealt with the initial damage every time they take it.

Lust also bestows upon you enhanced charm. You gain advantage on any Charisma (Persuasion) checks or Charisma (Performance) checks made to seduce a creature.

Your Fatal Flaw is that you are often easily swayed and seduced, making you an easy target for thieves and Succubi/Incubi

Expanded Spell List

Lust lets you choose from an expanded list of spells when you learn a Warlock spell. the following spells are added to the warlock spell list for you

Spells - Spell Level

1st - Command, Sleep

2nd - Alter Self, Calm Emotions

3rd - Sending, Slow

4th - Compulsion, Locate Creature

5th - Dominate Person, Mislead

The Miser, Greed

Greed, the Sin of Corrupt Want, is a master of the quick fingered and unforgivingly malicious. Those who follow this Sin are normally thieves of different talents, ranging from hagglers to crude business men to kleptomaniacal criminals. Their aim is material gain and Greed helps "satisfy" their greed. His Gift to his followers is either a black cloak (advantage on Stealth checks) or a golden cane with an onyx head (advantage on Persuasion checks). His requirement is that you steal 70 gp per day through Persuasion or Sleight of Hand. If you fail to meet this quota, he will take 700 gp worth of belongings and coin from you, excluding his Gift.

Greed bestows upon you great luck when stealing things as well. You gain advantage on all Sleight of Hand checks and Persuasion checks made to steal or haggle.

Your Fatal Flaw falls along the lines of either you always feel an overwhelming urge to steal or an overwhelming urge to haggle. Often times it is both.

lets you choose from an expanded list of spells when you learn a Warlock spell. the following spells are added to the warlock spell list for you

Expanded Spell List

Greed lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you

Spell Level - Spells

1st - Alarm, Identify

2nd - Arcane Lock, Knock

3rd - Blink, Haste

4th - Greater Invisibility, Leomund's Secret Chest

5th - Creation, Steel Wind Strike

The Lackadaisical, Sloth

Sloth, the Sin of Unmovable Laziness, is great at doing nothing. His followers are great at being absolutely lazy and get everything done for them. He asks nothing of you. He just makes you tired and slow. This can rub off on other people too. His Gift is a sleeping cap that allows you to sleep unbothered, but you sleep for 12 hours. At the end of a short rest, you can roll hit dice or you can spend 2 hours short resting to take a nap and regain half of your lost hit points. if you choose to nap, you can not roll hit dice to regain more hit points and you can not be woken up from this nap. Your speed is also decreased by 10 feet. 

Your constant drowsiness also gives you sense of apathy and indifference that makes you a dull person. This is also your Fatal Flaw.

Expanded Spell List

Sloth lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you

Spell Level - Spells

1st - Feather Fall, Sleep

2nd - Calm Emotions, Silence

3rd - Catnap, Slow

4th - Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere

5th - Geas, Telekinesis

The Voracious, Gluttony

Gluttony, the Sin of Insatiable Hunger, appeals to those with a big mouth and even bigger stomach. His followers often eat too much for their own well being but they eat anyways because a lot of the food they consume goes straight into the gullet of Gluttony himself. His Gift to his followers comes in the form of either a silver Fork and Knife (allowing you to turn anything they touch into something cuttable and edible) or a necklace that has the gaping mouth of Gluttony depicted in White Moonstone (allowing you to detach your jaw to fit bigger things in your mouth, kinda like Wario). What he asks of you is that you eat 7 pounds (3.2 kg) worth of food every time you sit down to eat. Those calories don't satisfy you either. they go straight down the gullet of Gluttony. Every time you fail this task, you gain a 1/2 inch (1.3 cm) of fat that won't go away. Every 12 inches (30.5 cm) of fat you gain reduces your speed by 10'.

Gluttony has caused your body to adapt to harming poisons and toxins. You have resistance against poison damage and advantage on Constitution Saving Throws against poisoning.

Your Fatal Flaw is your gluttony. You always want to eat. Always

Expanded Spell List

Gluttony lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you

Spell Level - Spells

1st - Create or Destroy Water, Earth Tremor

2nd - Heat Metal, Locate Animals or Plants

3rd - Create Food and Water, Stinking Cloud

4th - Dominate Beast, Stoneskin

5th - Creation, Dominate Person

The Conceited, Pride

Pride, the Sin of Hubris, is a master of pain and humiliation through self centeredness. Followers of this sin often humiliate and demoralize others through constant bragging and demeaning. A follower of Pride has an achievement that they are willing to protect with their life, which is their Fatal Flaw. Pride's Gift  comes in the form of a Jagged Crown that, when worn by you, allows you to assert your "superiority" over others. 7 times a day, you can force a target to make a Charisma Saving Throw against your Warlock spell DC. If they fail, they fall under the effect of the Suggestion Spell. While under the effect of this spell, they look to be under a lot of emotional strain and on the verge of breakdown. He has no task for you to complete, for he knows that his influence on you will work it's magic on you. Every time you hear someone talk about their achievements or you want to talk about your own, you feel an overwhelming urge to attempt to demean or humiliate the person you are talking to or the people that are listening. If you don't want to do this, you must succeed against a DC 20 Charisma Saving Throw or fall to the temptation.

Your enhanced Hubris also gives you advantage on all Intimidation checks.

Expanded Spell List

Pride lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you

Spell Level - Spells

1st - Command, Dissonant Whispers

2nd - Enhance Ability, Enlarge/Reduce

3rd - Bestow Curse, Major Image

4th - Find Greater Steed, Greater Invisibility

5th - Skill Empowerment, Modify Memory

Furious Rage

At 6th level, Wrath bestows more of his influence upon you, allowing you to Rage like a Barbarian on the battlefield. You can now rage twice per day if you can not already. If you can rage, give yourself an extra use of rage.

Also, your Gift gains an enhancement. Both the Longsword and the Greataxe are now +1 weapons. Their Curse Damage is increased to a d6

Quick Learner

At 6th level, Envy gives his follower a choice. They can either follow the path of the Mastermind or the path of the Inquisitive (both taken and modified from the Rogue)

Mastermind: Envy gives you a forgery and disguise kit, both of which you are proficient with. He also allows you to learn two more languages.

Inquisitive: Envy gives you the ability to use your insightfulness in a fight to find the weaknesses in an enemy. As a Bonus Action, you can contest your Insight check with your target's Deception Check. If you win the contest, all attacks (including spells) have advantage on the roll to hit for 1 minute.

 Your Gift can now target two people at a time instead of one.

Dance of the Seductress

At 6th level, Lust bestows upon her follower the power to distract and seduce almost anyone while in the midst of battle. As your Action, you can attempt to seduce a creature that you can see and that can see you. The targeted creature must succeed on a Wisdom Saving Throw against your Warlock Spell DC or have disadvantage on all ability checks, attack rolls, and Intelligence and Wisdom saving throws it makes in the next minute. If it fails by 7 or more, it is charmed by you.

Your Gift can now target two creatures instead of one.

Sleight Movement

At 6th level, Greed will bestow upon his follower cunning like a fox and the moves of a thief. As a bonus action on each of your turns, you can take the Dash, Disengage, or Hide action. You can also use this bonus action to perform a Sleight of Hand check to attempt to pickpocket an enemy no more than 5 feet away from you.

Your Gift also allows you to add your proficiency bonus on it's respective check.

 

*Yaaaaawwwwwnn*

The ever active magic of Sloth bestows upon his follower the power to make others sleepy with a contagious yawn. You can use your action to yawn loudly. All creatures in a 10 foot cone must succeed on a Wisdom Saving Throw against your Warlock Spell DC or have disadvantage on all ability checks, attack rolls, and Strength and Dexterity saving throws it makes for the next minute. A fail of 7 or more causes the creature to fall asleep for 1 minute and can be woken up by taking damage or having another creature slap or shake the creature awake as their action. Creatures immune to charm or that don't need sleep are unaffected.

During your short rest, you regain half of your lost hit points and roll a hit die. The number you roll is the amount of temporary Hit Points you gain.

Vulture's Appetite

Those who follow Gluttony gain an appetite like no other. As an action, you can take a bite out of a newly killed corpse of any creature. When you do, you can either: roll a hit die and gain that many temporary Hit Points for an hour OR Gain a +1 bonus to AC for 1 minute. The temporary hit points can stack. Eating a complete corpse fulfills your task for the day.

Cocky Combatant

Your enhanced audacity, given you by Pride, allows your confidence to help propel you into battle. You can now add your Charisma modifier to your initiative.

 When demeaning or humiliating a creature with your Jagged Crown, you can expend another use of your Jagged Crown to impose disadvantage on the roll.

Relentless Fury

At 10th level, you can Rage 3 times per day instead of 2. If you have the ability to Rage from being multi-classed with Barbarian, give yourself another use of Rage. When you initiate this rage, you can go into a Fury, allowing you to add half of your movement to your total movement on the first turn of combat and make 2 attacks against a creature instead of one. Your attacks while raging deal 4 more damage instead of 2 and if your attacks are made with your Gift, they deal an extra 1d6 fire damage (this effect lasts until the rage ends).

Your Gift is now a +2 weapon. The Curse Damage goes up to a d8

Insightful Eye

At 10th level, Envy grants you the power to more easily exploit any weakness you are able to find. 

Mastermind: If you spend at least 1 minute observing or interacting with a creature outside of combat, you can learn the if the target's Intelligence, Wisdom, or Charisma score is equal, superior, or inferior to yours. You can also gain advantage on checks made to exploit weaknesses of the target if you touch on the subject of the flaw.

Inquisitive: You gain advantage on all Wisdom (Perception) checks and Wisdom (Insight) checks made to perceive flaws in a creature. This includes your Insight check on your Quick Learner Feature.

Your Gift now allows you to see the flaws of any creature in a 30 foot cone originating from your Gift.

Eye Candy

At 10th level, Lust has decided that you aren't sexy enough, so she bestows upon you the power to capture the eyes of anyone who looks. When you use your Dance of the Seductress, you affect all creatures that can see you in a 50 foot cone centered on you. If a creature becomes Charmed by this, they must spend their action walking towards you. If a creature can no longer see you, the effect fades. If the creature takes damage, the effect fades.

Your Gift can now affect all creatures that can see you in a 30 foot cone originating from you.

Sticky Bandit

At 10th level, Greed decides to help you out and give you another gift. He gives you a pair of leather gloves that, when the command word "CUPIDITAS" is spoken, become sticky. While activated, you gain a climbing speed equal to your walking speed and can't be disarmed or lose things that you have in your hands. If you try to pickpocket somebody while the gloves are active, you have a 50 percent chance to stick to their clothing. In order to deactivate the gloves, you must speak the word "BENEFICENTIA". when the gloves are deactivated, you lose the climbing speed, can lose objects from your hand, and lose the 50 percent chance to stick to the clothing of your target.  Greed has also granted you a swiftness you never knew before. Increase your walking speed by 10 feet.

Contagious Lethargy

The magic of Sloth has bestowed upon you an aura of Contagious Lethargy that makes anyone near you feel like they are as slow as molasses. Any creatures that start their turn within ten feet of you must succeed on a Wisdom Saving Throw against your Warlock Spell DC or fall under the effects of the Slow Spell. A creature that fails by 7 or more falls asleep while in the aura and a creature must use its action to slap or shake the creature awake.

Cannibalistic Cravings

Whenever you eat a full corpse, roll a d4. You gain that many hit dice. Your benefits from eating a corpse increase as well. If you choose to gain temporary hit points, you can roll two of your hit dice for free instead of 1. If you choose to gain a bonus to your AC, that bonus goes up to 2 instead of 1.

Hubris

Your Hubris gives you advantage against Frightening. Your Hubris also makes it hard for opponents to make contact with you. When an opponent attacks you, you can use your reaction to impose disadvantage on the attack. You can expend a use of your Jagged Crown to force a creature of your choice that you can see and can see you to have disadvantage on all attacks against you until the end of your next turn.

Your Jagged Crown also regains 1d4 uses every time you take a short rest.

Power of Wrath

You can now attack twice with your Gift instead of once. If you took the Thirsting Blade invocation and have your cursed weapon as your pact weapon, you can attack 3 times instead of 2. If your cursed weapon is your pact weapon, you can exchange one of those attacks for a cantrip and if you do, you can make one attack with your curse weapon as a bonus action. Your AC now includes either your Wisdom or Constitution Modifier (your choice). You can either increase your Strength or Charisma Score by 1 to a max of 20.

Your Gift is now a +3 weapon that deals extra fire damage equal to your Warlock level.

Power of Envy

 

Envy, The Inquisitive: The Inquisitive can now give their allies advantage on their weapon attacks against a target. If your Insightful Eye is active, you can end it as an action to give your allies and yourself advantage on all weapon attacks against the creature until the end of it's next turn. The target then suffers a -2 penalty to AC if it was able to understand you telling your allies about it's weakness, as it actively tries to protect that weakness. If it can't understand you, it doesn't suffer the penalty, but your Insightful Eye doesn't end. Increase Your Wisdom or Charisma Score by 1 to a max of 20.

Envy, The Mastermind: You can now make an Insight check contested by a target's Deception Check. If you have the Onyx Cane Gift present, you have Advantage on the roll and your opponent does not automatically succeed if they roll a 20. If you succeed, you gain advantage on all attacks against that creature for the next minute. You can end this effect as an Action to give all allies advantage on spell attacks against. If it is AOE spell, the target has disadvantage on the save. If the target can't understand you, the effect doesn't end. Increase your Wisdom or Charisma Score by 1 to a max of 20.

Power of Lust

Lust: Lust gives you a new Gift, the Whip of the Seductress. The Whip is a +3 magic weapon that you are proficient with. If you attack a creature that is charmed by you with this Whip, you have advantage on the attack, don't release them from the charm, and deal Xd4 damage where X is the amount of rounds they have been charmed. When the charm ends, they suffer an amount of psychic damage equal to 2 times your charisma modifier. Increase your Charisma or Dexterity Score by 1 to a max of 20.

Power of Greed

The Intense Power of Greed is bestowed upon you, granting you the power to manipulate any manner of matter without touching it. You learn the Telekinesis Spell and the Mage Hand Cantrip if you don't already know them. Your Mage Hand is invisible and can pickpockets with a successful Sleight of Hand check. Your speed also increases by another 10 feet. Increase your Dexterity or Charisma Score by 1 to a max of 20.

Power of Sloth

The Unexpected Power of Sloth bestows upon its followers the power to send anybody into a never ending slumber. You can exclude an amount of creatures from this effect = to your Charisma modifier. You can, as your Action, Lunge 50' in a straight line. You phase through all objects and creatures in this line and fall asleep at the end of the line. While asleep, you can teleport up to 10' in any direction at the end of your turn due to your dream-like state. All creatures in this line must make a Constitution Saving Throw against your Sin DC or be dropped to 0 Hit Points. A successful save causes the creature to take 10d10 necrotic damage and make a Wisdom Saving Throw against your Sin DC or fall asleep. Any creatures affected by your *Yawn* or your Contagious Lethargy makes these saves at disadvantage.

After taking this action, you fall asleep until you succeed on a Charisma Saving Throw against your Sin DC. Nothing but your Saving Throw can wake you up.

Increase your Constitution or Charisma by 1 to a max of 20.

Power of Gluttony

The Ravenous Power of Gluttony bestows upon its follower the power to eat creatures whole. As your action, you can target one creature that is within 5 feet of you. Your target must make a Dexterity Saving Throw, at disadvantage if they are affected with a status effect, or be eaten whole. The creature is killed outright and you regain Hit Points equal to half of the amount that they had left. You can then roll 3 of the devoured creature's hit dice and gain that many temporary hit points or you can gain a +3 bonus to AC for 10 minutes. You can only perform this action once per day. Devouring a body fulfills your task for the day.

Increase your Constitution or Charisma Score by 1 to a max of 20.

Power of Pride

Pride: Your Patron has given you the power to take on image of Pride himself. Once per 7 days, you can take on the persona of Pride for an amount of rounds equal to your charisma modifier. When you do, all attacks against you have disadvantage, and you can take 2 actions instead of 1 on each of your turns and your Charisma Score becomes 26 while you have the persona of Pride on. Once the persona fades, all attacks against you have advantage for an equal amount of rounds and your Charisma Score goes back to normal. Increase your Charisma Score by 1 to a max of 22.

Your Jagged crown also regains 1d6 + 1 charges at the end of a short rest.

Previous Versions

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