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Sin Domain (Homebrew, Restricted)


Hit Points

Hit Dice: d4 per Sin Domain (Homebrew, Restricted) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

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Overview & Creation

When a fallen soul dies, it is either sent straight to the Nine Hells to become a lowly fiend, such as a lemure, or to the Fugue Plane, where it awaits claim by its eventual destination. While they wait, agents of Asmodeus offer temptations and half-truths to these dead souls, attempting to change their destination to Asmodeus’s domain. Living followers of the Sin Domain concern themselves with these efforts on the Material Plane, hoping to tempt the living into wickedness and securing their souls for the Nine Hells before death. In return, these faithful see a chance to enter the Nine Hells as something greater than a pathetic lemure.

Sin Domain Spells

Level Spells
1st devilcall, dissonant whispers
3rd cruel disappointment, detect thoughts
5th bestow curse, fear
7th forbidden speech, guardian of faith
9th dominate person, planar binding
     

Bonus Proficiencies

At 1st level, you gain proficiency in the Persuasion and Deception skills.  

Pact Primeval

When you choose this domain at 1st level, sending evil creatures to the Nine Hells earns your lord’s approval. When a hostile, evil creature that isn’t a devil dies within 30 feet of you, your next attack or ability check within 1 minute is made with advantage. You can choose to benefit from this feature twice, regaining uses when you finish a short or long rest.  

Channel Divinity: Let’s Make a Deal

Starting at 2nd level, you can use your Channel Divinity as an action to tempt a creature into sin. You whisper into the mind of a creature that you can see within 60 feet of you, promising its heart’s desire in exchange for its service. The creature must make a Charisma saving throw. On a failed save, it is charmed by you for 1 minute, following your verbal commands to the best of its ability. The target can repeat the saving throw at the end of each of its turns, ending the effect early on a success. The target won’t follow an order that would clearly cause it harm. The creature has advantage on its saving throws if you are fighting it or if you cause it to harm its allies. If the initial saving throw is successful, the creature is unaffected.  

Channel Divinity: The Fine Print

Starting at 6th level, you can turn a creature’s success into a possible failure. When a creature you can see within 60 feet of you rolls a Charisma, Intelligence, or Wisdom saving throw, you can use your Channel Divinity as a reaction to roll 1d6 and subtract the result from the creature’s saving throw total. This becomes the creature’s new saving throw result.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Rakshasa

At 17th level, your loyal service to the supreme ruler of the Nine Hells transforms you into a powerful and quasi-immortal devil. Your creature type registers as a fiend and you are affected by spells and features that detect such creature types. You can also cast disguise self at will without expending a spell slot. In addition, when you are killed on any plane other than the Nine Hells, your body reforms in the Nine Hells over a number of days equal to 1d12 - your Wisdom modifier (minimum of 1 day). Afterwards, you can reenter the Material Plane (or another plane the DM allows) once again as a living creature. However, you suffer a permanent 1d4 penalty to your Constitution score. It is at the DM’s discretion whether you appear where you died, at your previous remains, at a shrine or temple to Asmodeus, or at some other location. If you are killed while you are in the Nine Hells, or if a creature uses a wish over your remains while your spirit is re-forming, only a reincarnate or true resurrection spell can restore you to life. Being returned to life by raise dead or a similar spell doesn’t impose the Constitution loss.
 


Created by

CrisisUnbound.

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