Cardinal (5e Class)/Sin of the Hunger

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The Sin of the Hunger represents a desire for more - Lust, envy, greed, gluttony, ambition, selfishness. Everything in life already belongs to you - You need only reach out and take it, by force if necessary.

Ravenous Genesis[edit]

When you choose this Sin at 1st level, you gain one of the following abilities of your choice. Once this choice is made, it cannot be changed.

Treasure Hunter[edit]

You can use your Action to sense the presence of and direction to the most valuable item within your Corpse Magic range; This sense penetrates most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can choose to ignore any number of items that you have touched.

Mask of Jealousy[edit]

As an action, you can expend one Sacrifice Point in order to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form, until you use this ability again, or until you die.

Bloodletting Strike[edit]

Once per turn, when you land a weapon attack against a creature within your Corpse Magic range, you can use Bloodletting Strike against that creature. In order to use this feature, you must have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

If the creature is not a Worthy Foe, your Bloodletting Strike deals additional weapon damage equal to one roll of your Hemocraft die. If you have an active Torment, this bonus damage is Rite damage instead.

If the creature is a Worthy Foe, and the creature possesses blood or some similar substance, it must make a Constitution saving throw against your Hemocraft DC as you siphon its ichor. If it fails, you regain one expended Sacrifice Point.

Devour the Light[edit]

Beginning at 1st level, when a creature you can see or hear dies within your Corpse Magic range, you can use your reaction to harvest its essence for yourself; You can also use your action to harvest from a creature that has been dead no more than 1 minute.

Harvesting essence from a creature causes you to regain a number of hit points equal to two rolls of your Hemocraft die; This healing bypasses Enervation (But not Decay). Additionally, harvesting a creature's essence with Devour The Light provides enough life-sustaining energy to nourish you for one day.

Devour the Light only restores hit points to you if the creature is eligible to be harvested, as noted in the Corpse Magic section of the Hemocraft Mechanics description.


Souldrinker's Avarice[edit]

At 3rd level, you can steal a creature's abilities for yourself. When you use Devour the Light on a creature, you can choose to temporarily steal one Minor Aspect of the creature, chosen from the list below. A Minor Aspect lasts for 1 minute, until you are incapacitated, or until you use this feature again.

  • Appearance: For the duration, you take on the appearance of the harvested creature, as if by the Change Appearance option of the Alter Self spell.
  • Armor: For the duration, your AC is equal to the ordinary AC of the harvested creature, unless yours was already higher.
  • Attack: Choose one attack the creature has. For the duration, you can use that attack (Using your proficiency bonus and ability scores, unless the creature's were higher).
  • Resistance: Choose one damage type the creature has Resistance to. For the duration, you possess resistance to that damage type.
  • Speed: Choose one movement speed the creature has. For the duration, you possess that movement speed, identically to the creature.
  • Talent: Choose a combined number of skills, tools, weapons and armor that the creature possessed proficiency with, up to your proficiency bonus. For the duration, you gain those proficiencies.
  • Memory: For the duration, you know all that the creature knew, having access to all of its memories up to the moment of its death, and can read, write, speak and understand the languages it knew. While the creature's memory persists, you can use your Object Interaction to search for and view certain memories of your choice.
  • Minor Magic: Choose one cantrip or 1st-level spell the creature can cast. For the duration, you can cast that spell, using Constitution as your spellcasting ability; If it is a 1st-level spell, you can cast it once before this ability ends.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Glutton for Punishment[edit]

At 7th level, your ebbing life force causes you to devour more and more of a creature's vitality. The hit points regained from Devour the Light now ignore Crimson Decay, and when you use Devour the Light, you regain additional hit points based on your Injury Level:

  • If you are currently Wounded, you regain hit points equal to 3 rolls of your Hemocraft die.
  • If you are currently Critical, you regain hit points equal to 4 rolls of your Hemocraft die.

Crimson Reserve[edit]

Beginning at 7th level, you learn to better control your hunger. When you use Devour the Light, instead of regaining hit points, you may instead choose to gain 2 Leech Points.

The number of Leech Points you gain from this feature increases to 3 when you are Wounded, and 4 when you are Critical.

You can possess a number of Leech Points at one time up to one-half of your Hemocraft level, rounded down (Min 1), and any unspent Leech Points are lost when you finish a Long Rest.

Improved Avarice[edit]

At 11th level, when you use Souldrinker's Avarice, you can choose to gain one Major Aspect chosen from the list below. You can instead choose to gain 2 Minor Aspects from the creature, gaining the benefits of both Minor Aspects for the duration.

  • Vitality: For the duration, your maximum hit points are increased by an amount equal to the number of hit points you regained by devouring the creature.
  • Hardiness: Choose one condition the creature is immune to. For the duration, you are immune to that condition.
  • Resilience: Choose one saving throw the creature is proficient with. For the duration, you gain proficiency with that saving throw.
  • Immunity: Choose one damage type the creature is immune to. For the duration, you are immune to that damage type.
  • Feature: Choose one special ability or class feature the creature possesses. For the duration, you can use that feature a number of times equal to the number of times that creature could ordinarily use it. Once all uses are expended (If applicable), this ability ends.
  • Moderate Magic: Choose one spell of 3rd level or lower that the creature can cast. For the duration, you can cast that spell, using Constitution as your spellcasting ability; You can cast that spell once before this ability ends.
  • Minor Shifting Aspect: For the duration of this Major Aspect, you gain access to one Minor Aspect of the harvested creature. At the beginning of your turn each round for the duration, you can replace the chosen Minor Aspect with another Minor Aspect of the same creature.

Additionally, at the end of a short rest, you regain a number of uses of Souldrinker's Avarice equal to one-half of your proficiency bonus (Rounded down).

Finders Keepers[edit]

At 15th level, you can choose to permanently gain aspects of a creature that you find particularly useful. When you use Souldrinker's Avarice to steal a Minor Aspect from a creature, you can instead choose to make that a Permanent Aspect. You can retain a number of Permanent Aspects equal to your Constitution modifier; If gaining a new Permanent Aspect would place you above your maximum, you must choose which known Permanent Aspect to replace.

Once you know at least one Permanent Aspect, you can expend a use of Souldrinker's Avarice as a bonus action to gain the benefits of that Permanent Aspect for 1 minute. Activating your Permanent Aspects do not interfere with the Aspects you gain normally, nor vice versa, but you can only have one Permanent Aspect active at a time.

Mastery of Avarice[edit]

At 18th level, when you use Souldrinker's Avarice, you can choose to gain one of the Master Aspects from the list below. Upon activating the feature, you can choose to replace the Master Aspect with 2 Major Aspects, and/or any Major Aspect with 2 Minor Aspects. Regardless, you gain the benefit of the chosen Aspects for the duration.

  • Action: Choose one Action the creature can perform. For the duration, you can perform that action as a bonus action. Once you do so, this ability ends.
  • Lifespring: Record the number of hit points you regained when you harvested this creature. For the duration, at the beginning of your turn each round, you regain that number of hit points again. This regeneration cannot occur if you are at 0 hit points, or any time your current hit points exceed one-half of your maximum hit points.
  • Major Shifting Aspect: For the duration of this Master Aspect, you gain access to one Major Aspect of the harvested creature; This aspect cannot be Minor Shifting Aspect. At the beginning of your turn each round for the duration, you can replace the chosen Major Aspect with another Major Aspect of the same creature.
  • Major Magic: Choose one spell of 5th level or lower that the creature can cast. For the duration, you can cast that spell, using Constitution as your spellcasting ability; You can cast that spell once before this ability ends.

Additionally, if you roll initiative and have no uses of Souldrinker's Avarice remaining, you regain one use.