Seven Sins
Hexlords of the Seven Sins or Demi Fiends, as many Fiends refer to them with affection as, are steeped in sin. They delight in committing sins and getting others to do so as well. Most Fiends, especially Devils, see them as kindred spirits and are fairly open to working with them as they see the Hexlord’s eventual descent to the Nine Hells or the Abyss as a forgone conclusion. They are seen as party animals, hedonists, and bad people in general which suits them just fine.
Subclass Features
Origin Curse Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
| Level | Prepared Spells |
|---|---|
| 3 | Cause Fear, Dancing Lights, Darkness, Faerie Fire, Web |
| 5 | Enemies Abound, Fear |
| 7 | Blight, Dimension Door |
| 9 | Contagion, Far Step |
Specialized Jinxes
When you use a Jinx feature you can instead roll on this table or choose one if you fulfilled the requirements to choose one.
Specialized Jinx Table
| 1D8 | Jinx |
|---|---|
| 1 | Lust Jinx: The target is distracted by members of the opposite sex or the gender they are attracted to normally, the next time they interact with such an individual the target has a 1D6 penalty to CHA based checks involving them for 10 minutes. |
| 2 | Pride Jinx: The target becomes obstinate and difficult, the next time the target is given a command or request they try to avoid doing it by confronting the individual giving the command or request. |
| 3 | Greed Jinx: The target is filled with avarice and the next time they see a trinket or bauble they like they attempt to pocket it. |
| 4 | Gluttony Jinx: The target becomes famished and parched, the next time they see food or drink they go out of their way to devour it and guzzle it down as fast as possible. |
| 5 | Sloth Jinx: The target becomes sluggish and the next time they attempt to Dash, Dodge, or Disengage they wait one turn before doing it. |
| 6 | Wrath Jinx: The target is filled with violence and the next time a creature wrongs them or makes an attack against them the target repeats the saving throw and on a failed save they make an unarmed attack against the offending creature. |
| 7 | Envy Jinx: The target is filled with jealousy that distracts them, the next time they are interacting with an individual they believe to be better than them in some way they have a 1D6 penalty to WIS and INT based skill checks for 10 minutes. |
| 8 | Choose any Jinx from this table. |
Sinful
You are a sinful individual and seek to make others join you in sin. You have proficiency with two of the following skills: Deception, Intimidation, or Persuasion. In addition, you can name a sin from among the Seven Sins as a free action and if the activity directly correlates to committing one of the Seven Sins, you gain a 1D4 bonus to an ability check associated with committing the sin (The DM has final say on if the activity directly correlates to one of the Seven Sins).
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
Cavort with Fiends
Many Fiends see you as a kindred spirit. You know Abyssal and Infernal and you have a 1D6 bonus to CHA based checks involving Fiends.
Specialized Hex
When you use a Hex feature you can use the following Hex:
Icon of Sin: You can use a Hex feature and spend one hour and 15 gps crafting an Icon of Sin, a Wondrous magical item with seven variants that can only be worn by you. You can have one Icon of Sin at a time, if you create a new one the previous one vanishes. You can choose from the following options:
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Boutonniere/Corsage of Lust: The Icon is a stylish boutonniere or corsage that appears as whatever flower is the favorite of the creature viewing it. While it is being worn and is viewed by a humanoid creature other than you, the creature must make a WIS saving throw DC equal to your spell save DC and on a failed save has a 1D8 penalty to CHA based checks on you as they are distracted by feelings of desire and passion for one hour. After one hour they have advantage on the saving throw from this feature. On a successful save they are Immune to this effect for 24 hours. You can use a bonus action and choose one creature you can see within 60 ft of you and you gain a 1D6 bonus to CHA based checks to interact with the creature for 10 minutes. You can use this feature once per long or short rest.
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Lion Cameo of Pride: The Icon is a stylish cameo with a golden lion on a purple and red backdrop. While it is being worn and is viewed by a humanoid creature other than you, the creature must make a WIS saving throw DC equal to your spell save DC and on a failed save has a 1D4 penalty to CHA based checks and attacks on you as they are distracted by feelings of fear and inadequacy. After one hour they have advantage on the saving throw from this feature. On a successful save they are Immune to this effect for 24 hours. You can use a bonus action and choose one creature you can see within 60 ft of you and you gain a 1D4 bonus to CHA based checks and attack rolls that target the creature for 10 minutes. You can use this feature once per long or short rest.
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Ring/Pendant of Greed: The Icon is a ring or pendant made of braided cords of gold and platinum with a jewel set in it that is the favorite jewel of whichever creature views it. While it is being worn, you and creatures of your choice within 10 ft of you are more skilled at getting what they want and have a +2 bonus to Sleight of Hand and Stealth checks. You can use a bonus action to gain a 1D6 bonus to Sleight of Hand and Stealth checks for 10 minutes. You can use this feature once per long or short rest.
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Perfume of Gluttony: The Icon is an iron bottle with a sprayer that can be used by pressing a hidden button. The Icon has 4 charges and regains 1D4 charges at the start of each day. You can use a bonus action to spray yourself or spray its contents in a 5 ft cone. The contents smell of all of the creature’s favorite foods and smells. If you spray a creature other than you it must make a WIS saving throw DC equal to your spell save DC and on a failed save has a 1D6 penalty to WIS saving throws and based skill checks for 10 minutes. If a creature fails the save by 5 or more they seek out the nearest food or drink and consume it as quickly as it can. On a successful save the creature is Immune to this effect for 24 hours. If you spray yourself you are filled with a desire to consume that enables you to locate and ingest food and drink. For the next 10 minutes you can consume a potion as a free action and you have advantage on Perception checks that rely on smell. In addition you have Resistance to Poison damage and advantage on saving throws against being Poisoned.
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Accessory of Sloth: The Icon is a comfy and cozy hat, scarf, mittens, or similar accessories that look delightfully indulgent to all that see them. All creatures other than you within 15 ft of you have their movement speed reduced by 5 ft. You can use a bonus action to lace the area with additional layers of sloth for one minute that impose a 1D4 penalty to all D20 tests to creatures other than you within the 15 ft area around you. You can use this feature once per long or short rest.
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Mask of Wrath: The Icon is a mask that appears as a fierce foe that each creature who sees it has quarreled with in the past. While it is being worn and is viewed by a humanoid creature other than you, the creature must make a WIS saving throw DC equal to your spell save DC and on a failed save they have a 1D8 bonus to Intimidation checks and a 1D8 penalty to Deception, Insight, Investigation Perception, and Persuasion checks for 10 minutes. After 10 minutes creatures have advantage on the saving throw from this feature.On a successful save they are Immune to this effect for 24 hours. You can use a bonus action to gain a 1D6 bonus to Intimidation checks and attack rolls for ten minutes. You can use this feature once per long or short rest.
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Bag of Envy: The Icon is a luxurious leather bag that creatures feel has something inside that they lack and desire. The Icon acts as a Bag of Holding. Creatures that view that bag other than you must make a WIS saving throw equal to your spell save DC and on a failed save attempt to snatch the bag or attempt to steal what is inside it. On a successful save they are Immune to this effect for 24 hours. If the Icon is taken from your person unwillingly, once the Icon is 60 ft away from you it detonates forcing each creature within 30 ft of it to make a DEX save DC equal to your spell save DC taking 2D6 Force damage + 2D6 Thunder damage on a failed save or half as much on a successful one. The Icon is destroyed in the explosion. You can use an action to suppress the Icon’s envious aura for 8 hours or a bonus action to enable the aura again. If you create a new Bag of Envy it connects to the space that stored items from the previous Bags of Envy. Each time you create a new Bag of Envy it costs an additional 10 gps.
Tempt
You are skilled at getting creatures to give in to your desires. When a creature within 60 ft of you makes a skill check and before you know the result of the check, you can use a reaction to subtract 1D6 from the result, possibly causing the check to fail.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
More Basic Curses
When you use your Basic Curse feature you can use the following option:
Encircled with Sin
Spell Level: 4
Duration: 1 minute
Trigger: Instantaneous
Effect: You warp the perception of the target to be tinged with sin. You choose one of the following options:
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Lust: The target sees each creature in range as an object of desire. The target is Charmed by each creature within 60 ft of it when the Curse is triggered.
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Pride: The target sees all creatures in range as inferior. The target is unwilling to aid, help, or otherwise assist each creature within 60 ft of it when the Curse is triggered.
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Greed: The target sees all creatures as untrustworthy beings intent on robbing them. The target is unwilling to be within 10 ft of each creature within 60 ft of it when the Curse is triggered.
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Gluttony: The target sees all creatures as tasty morsels. The target attacks a random creature that was within 60 ft of it when the Curse was triggered each turn. If one of the creatures is reduced to 0 hit points within sight of the target, the target attempts to move to it each turn until they reach it and their next turn eating it once they get to it. Creatures that do not require food are Immune to this effect.
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Sloth: The target sees all creatures as nonthreatening. The target sees each creature within 60 ft of it when the Curse triggers as harmless beings and spends each turn laying Prone. If the target is attacked or dealt damage they can attempt the saving throw, ending the Curse on a success. Each time the target fails a new attempt they become more lazy and have a -2 bonus per failed save after the initial save.
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Wrath: The target sees all creatures as a threat. The target views each creature within 60 ft of it when the Curse triggers with hatred. The target moves to and attacks the creature affected by the Curse that is closest to them each turn with advantage and attacks on them have advantage until the start of their next turn. In addition the target has a 1D4 penalty to WIS, CHA, and INT saving throws for the duration.
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Envy: The target sees all creatures with resentment. The target feels discontent when viewing each creature within 60 ft of it when the Curse triggers. The target gains the Unhelpful action and takes it each turn and uses it on the last creature that is perceived as the most worthy of envy. To use the Unhelpful action the target undermines a creature within 5 ft of them in obvious or underhanded ways giving the creature disadvantage on their next D20 test.
Removal Condition: The spell Remove Curse.
Entice
You are more skilled at getting creatures to give in to your desires. When a creature within 60 ft of you makes an attack and before you know the result of the attack, you can use a reaction to subtract 1D6 from the result, possibly causing the attack to fail.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.
More Potent Curses
When you use your Potent Curse feature you can use the following option:
Embodiment of Sin
Spell Level: 7
Duration: 10 minutes
Trigger: Instantaneous
Effect: The Curse calls forth an Embodiment of Sin. It manifests in a blasphemous form in an unoccupied space that you can see within 5 ft of the target. This corporeal form uses the Embodiment of Sin stat block. When the Curse resolves, choose Lust, Pride, Greed, Gluttony, Sloth, Wrath, or Envy. Your choice determines the creature’s attack in its stat block and its appearance. In Lust Form it resembles a Sucubus or Incubus, in Pride Form it resembles a Minotaur, in Greed Form it resembles a Roper with no mouth, in Gluttony Form it resembles a Beholder, in Sloth Form it resembles a fat Owlbear, in Wrath Form it resembles a Gray Render, and in Envy Form it resembles a Horned Devil.
The creature disappears when it drops to 0 hit points or when the Curse ends or is removed. It has its own Initiative and attacks and chases the target of the Curse until it reduces the target to 0 hit points.
Embodiment of Sin
Medium Fiend
Armor Class: 17 (Natural armor)
Hit Points: 66
Speed: 30 ft, Fly 30 ft (Hover)
Damage Immunities: Necrotic, Poison, Psychic
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Condition Immunities: Charmed, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Truesight 60 ft, Passive Perception 13
Languages: None
Incorporeal Movement: The Embodiment of Sin can move through other creatures and objects as if they were Difficult Terrain. It takes 1D10 Force damage if it ends its turn inside an object.
Actions
Lustful Words (Lust Form Only): Embodiment of Sin launches velvet coated verbal barbs at a target within 60 ft of it forcing it to make a WIS saving throw DC 16 taking 5D10 Psychic damage on a failed save or half as much on a successful save. If the save was failed by 5 or more the target can only take a bonus action or action until the end of its next turn.
Prideful Roar (Pride Form Only): Embodiment of Sin roars in defiance forcing a target within 60 ft of it forcing it to make a CON saving throw DC 16 taking 4D12 Thunder damage and being knocked Prone on a failed save or half as much on a successful save and is not knocked Prone.
Greedy Snatch (Greed Form Only): Embodiment of Sin grasps at a target within 60 ft with +7 to hit, dealing 2D12 +3 magical Bludgeoning damage and Grappling the target (Escape DC 16). It can use an action to squeeze a creature Grappled this way dealing 5D6 magical Bludgeoning damage.
Gluttonous Bite (Gluttony Form Only): Embodiment of Sin bites a target within 10 ft with +7 to hit, dealing 5D8 +3 magical Piercing damage and Embodiment of Sin gains 2D10 temporary hit points.
Slothful Slam (Sloth Form Only): Embodiment of Sin slams a target within 10 ft with +7 to hit, dealing 3D12 +3 magical Bludgeoning damage and the target is Restrained (Escape DC 16). Embodiment of Sin can use an action to increase its weight increasing the escape DC by 1 and dealing 1D12 magical Bludgeoning damage.
Wrathful Slashes (Wrath Form Only): Embodiment of Sin makes two slash attacks a target within 10 ft with +7 to hit, dealing 2D8 +3 magical Slashing damage. If it was dealt damage within the last turn it deals 2D10 damage instead.
Envious Gaze (Envy Form Only): Embodiment of Sin unleashes an unsettling gaze at a target within 60 ft of it forcing it to make a WIS saving throw DC 16 taking 4D8 Psychic damage on a failed save or half as much on a successful save. If the target fails the save by 5 or more the target has disadvantage on their next attack until the end of their next turn.
Removal Condition: The spell Remove Curse.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) |
Provoke
You are very skilled at getting creatures to give in to your desires. When a creature within 60 ft of you makes a saving throw and before you know the result of the save, you can use a reaction to subtract 1D6 from the result, possibly causing the save to fail.
You can use this feature a number of times per long rest equal to your Proficiency Bonus.