Sin Feats
This article contains all the new sin feats that can be used in the World of Venhum!
A Grand Meal
Prerequisite: Sin of Gluttony Stage 1
Gluttony teaches us the importance of a good meal, and many of its benefits. Whenever you had a good and hearty meal, excluding rations but including devoured creatures, you gain temporary hit points equal to twice your Character Level + your Constitution modifier + your proficiency modifier. These temporary hit points don't stack with themselves.
Last Resort
Prerequisite: Sin of Gluttony Stage 2
Sometimes self-cannibalism is the only way to stave of your hunger. Whenever you would be reduced to 0 hit points, you can choose to permanently devourer a body part of yours, which has to be at least the size of a finger, exluding non-fleshy body parts, gaining hit points equal to your Character Level + your Constitution modifier + your proficiency modifier, ignoring all excess damage. This body part is no longer able to be regenerated with naturally or magically, unless through the Spell wish or a similar effect.
Sin Manifest
Prerequisite: One or more Sins
You are a filthy sinner in the eye of the Abyssal Prison Domain, and are granted a piece of their demonic power to tempt you to join them. This grants you the following features.
Using an action, you can manifest any one of your sins as an extension of your true self, gaining benefits depending on the sin, but each of them give you a natural weapon of your choice, which has the finesse property, that deals physical damage equal to 1d10 + your Dexterity or Strength modifier, using the same modifier for the attack in which you are proficient. This transformation lasts for one minute. You can use this feature a number of times equal to your amount of Sins and regain all uses after a long rest.
Envy. On a Critical Hit with your natural weapon gained from this feature, you steal all beneficial effects of the hit creature with level equal to or lower than double your amount of Sins.
Gluttony. Your natural weapon gained from this feature restores hit points equal to the physical damage it has dealt. On a Critical Hit, you restore an ability, class, feature or racial ressource, excluding this feature, or a 1st Level Spell Slot.
Greed. Your natural weapon gained from this feature disarms a hit creature. On a Critical Hit, you can use your reaction to grab the disarmed weapon and make an attack with it against the creature who wielded it. You have advantage on that reaction attack.
Lust. Your natural weapon gained from this feature charms a hit creature for one minute. On a Critical Hit, the charm applied by this feature is not removed by your damage.
Pride. Your natural weapon gained from this feature deals stacking +2 additional weapon damage for each consecutive hit against hostile creatures, and a Critical Hit adds a stacking +4 additional weapon damage. This damage is immediately removed if you miss, making your next attack using this natural weapon with disadvantage. This effect lasts as long as you don't miss or for the duration of this feature.
Sloth. Your natural weapon gained from this feature halves the movement speed of hit creatures until the end of their next turn. On a Critical Hit, the movement speed is reduced to 0 instead.
Wrath. Your natural weapon gained from this feature has advantage on creatures that dealt damage to you during combat. On a Critical Hit, you can make an additional attack against the same creature, requiring no additional action.
Prerequisite: Sin of Gluttony Stage 1
Gluttony teaches us the importance of a good meal, and many of its benefits. Whenever you had a good and hearty meal, excluding rations but including devoured creatures, you gain temporary hit points equal to twice your Character Level + your Constitution modifier + your proficiency modifier. These temporary hit points don't stack with themselves.
Last Resort
Prerequisite: Sin of Gluttony Stage 2
Sometimes self-cannibalism is the only way to stave of your hunger. Whenever you would be reduced to 0 hit points, you can choose to permanently devourer a body part of yours, which has to be at least the size of a finger, exluding non-fleshy body parts, gaining hit points equal to your Character Level + your Constitution modifier + your proficiency modifier, ignoring all excess damage. This body part is no longer able to be regenerated with naturally or magically, unless through the Spell wish or a similar effect.
Sin Manifest
Prerequisite: One or more Sins
You are a filthy sinner in the eye of the Abyssal Prison Domain, and are granted a piece of their demonic power to tempt you to join them. This grants you the following features.
Using an action, you can manifest any one of your sins as an extension of your true self, gaining benefits depending on the sin, but each of them give you a natural weapon of your choice, which has the finesse property, that deals physical damage equal to 1d10 + your Dexterity or Strength modifier, using the same modifier for the attack in which you are proficient. This transformation lasts for one minute. You can use this feature a number of times equal to your amount of Sins and regain all uses after a long rest.
Envy. On a Critical Hit with your natural weapon gained from this feature, you steal all beneficial effects of the hit creature with level equal to or lower than double your amount of Sins.
Gluttony. Your natural weapon gained from this feature restores hit points equal to the physical damage it has dealt. On a Critical Hit, you restore an ability, class, feature or racial ressource, excluding this feature, or a 1st Level Spell Slot.
Greed. Your natural weapon gained from this feature disarms a hit creature. On a Critical Hit, you can use your reaction to grab the disarmed weapon and make an attack with it against the creature who wielded it. You have advantage on that reaction attack.
Lust. Your natural weapon gained from this feature charms a hit creature for one minute. On a Critical Hit, the charm applied by this feature is not removed by your damage.
Pride. Your natural weapon gained from this feature deals stacking +2 additional weapon damage for each consecutive hit against hostile creatures, and a Critical Hit adds a stacking +4 additional weapon damage. This damage is immediately removed if you miss, making your next attack using this natural weapon with disadvantage. This effect lasts as long as you don't miss or for the duration of this feature.
Sloth. Your natural weapon gained from this feature halves the movement speed of hit creatures until the end of their next turn. On a Critical Hit, the movement speed is reduced to 0 instead.
Wrath. Your natural weapon gained from this feature has advantage on creatures that dealt damage to you during combat. On a Critical Hit, you can make an additional attack against the same creature, requiring no additional action.
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