Sin Keeper (F)

by Fiddle

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Sin Keeper

A halfling takes in the battlefield around her, tallying her wounded allies as sweat drips into her eyes and blood slides off of her blade. She takes a deep breath, and as she lets it go a burst of healing energy washes over her friends, who then grin rise to begin the fight anew.

In the midst of a fierce and exhaustive battle, a human and a demon come to a standstill. The human stares resolutely into the face of the demon and recognizes the fear hiding behind its eyes. He lowers his warhammer with a slow smile as the True Name of the demon flows into him, and the next words he says are the last thing the demon ever hears.

The orc begins whispering as he engages with the beast before him. His spell completes as the words drift towards and surrounds the head of the enraged animal. It breaks free of the spell before it takes hold, but the orc squeezes it hand causing the beast to fall unconscious from the psychic attack that follows.

Sin keepers are those who take on or pursue the sins of others and their charges. Whether these sins are used to heal or harm is a question without a definite answer.

Fueled by Sin

Sin keepers can be engines of war or walking hospitals, but they can not be one without being the other. A sin keeper comes equipped with abilities to heal, soothe, charm, or harm. Some of these abilities can only be used after harming a hostile creature, and others can only be used after healing.

These abilities are dichotomous in nature, but are also two sides of the same coin. Regardless of a sin keepers intentions, they will help and hurt those they must.

To Atone or Forget

A sin keeper is quite often burdened by sins witnessed or committed. To alleviate the turmoil from these events, they often are taught to be a beacon for others. A place for people to confess what weighs them down. Sin keepers are those who have made an oath to find and keep sins and secrets or to listen to others who need to speak. Whether that is because they aspire to more, forget themselves, or use what they've learned for weal or woe is something that changes for every sin keeper.

While the reasons are plentiful as to why a person would choose this profession, the terrible knowledge and secrets a sin keeper gathers will eventually mount. As they travel along their path towards knowledge that inevitably alters them, a sin keeper must keep ahold of themselves or else lose to the very secrets they acquire.

Class Name
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Sin Pool, Keeper's Intuition
2nd +2 Spellcasting, Sin Magic 3 2 2
3rd +2 Patients 3 3 3
4th +2 Ability Score Increase 3 3 3
5th +3 Pride 4 4 4 2
6th +3 Revelation 4 4 4 2
7th +3 Secret Feature 4 5 4 3
8th +3 Ability Score Increase 4 5 4 3
9th +4 4 6 4 3 2
10th +4 Gluttony 4 6 4 3 2
11th +4 Wrath 5 7 4 3 3
12th +4 Ability Score Increase 5 7 4 3 3
13th +5 5 8 4 3 3 1
14th +5 Catharsis 5 8 4 3 3 1
15th +5 Secret Feature 5 9 4 3 3 2
16th +5 Ability Score Increase 5 9 4 3 3 2
17th +6 5 10 4 3 3 3 1
18th +6 Improved Revelation 5 10 4 3 3 3 1
19th +6 Ability Score Increase 5 11 4 3 3 3 2
20th +6 The Last Sin, Secret Feature 5 11 4 3 3 3 2

Creating a Sin Keeper

When creating a sin keeper, think about what has put you on this path of sins and secrets. Think about what causes you to gather the secrets of others. A sin keeper is often a therapist to those around them, or even an interrogator. Perhaps you committed a crime you need to atone for in your past. Or you just enjoy the stories of others.

However you choose this profession may also dictate those you deem your patients. Do the fey fascinate you? Are you on a mission to rehabilitate the fiendish? Why do you pursue to hidden knowledge of your charges?

Quick Build

You can make a Sin Keeper quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the Haunted One background.

Class Features

As a Sin Keeper, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Sin Keeper level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per sin keeper level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, Longsword, Maul, War-hammer
  • Tools: None

  • Saving Throws: Wisdom, Strength
  • Skills: Choose two from Animal Handling, Athletics, Deception, History, Investigation, Medicine, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Longsword or (b) War-hammer
  • (a) scale mail or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a diplomat's pack or (b) an explorer’s pack
  • a shield

Sin Pool

You must harm your foes to save others, just as you must save others to harm your foes. You have access to a resource called the sin pool. This pool starts at 0. Whenever you would damage a hostile enemy with a weapon or spell attack you gain a number of sin points equal to half the damage. This pools maximum is equal to 10 x your proficiency bonus.

You can spend points from this pool to fuel various class and subclass features. This pool empties at the end of a long rest.

As an action, you may spend a number of points from your pool to create a sin dice of any size and a number them up to your proficiency bonus. For example, at 1st level you may spend 8 points to create a 1d8 sin die, or 8 points to create 2d4 sin dice. As part of that same action you use the created dice to heal one creature you are touching by the rolled amount.

Keeper's Intuition

During your tenure as a Sin Keeper you have gained a skillful understanding and awareness of anyone you deem your charge. You gain proficiency with Insight and your proficiency bonus is doubled for that skill.

Spellcasting

At 2nd Level, the sins you have garnered lend you the knowledge and aptitude to manipulate the mystic energies around.

Cantrips

You know three cantrips of your choice from the sin keeper spell list. You learn additional sin keeper cantrips of your choice at higher levels, as shown in the Cantrips Known column of the sin keeper table.

Spell Slots

The Sin Keeper table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st level and Higher

You know two 1st-level Spells of your choice from the Sin Keeper spell list.

You learn an additional Sin Keeper spell of your choice at each odd numbered level thereafter. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Sin Keeper Spells you know and replace it with another spell from the Sin Keeper spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Sin Keeper Spells. Your magic stems from the sins and secrets you gather and your ability to learn the. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Sin Keeper spell you cast and when Making an Attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sin keeper spells.

Sin Magic

Beginning at 2nd level, your amassed sins begin to affect your physical and magical combat prowess. Your sin pool gains two grades. As long as your sin pool points are below half of the maximum, it is grade 1, otherwise it is grade 2.

At grade 1 you may add your Wisdom modifier as additional damage to the damage rolls of weapon and cantrip attacks. You may only add it a maximum of once to a single attack. This effect ends when your pool reaches grade 2.

At grade 2, whenever you would cast a healing spell, you may spend sin points equal to the maximum of each die to reroll a number of die up to your proficiency bonus. You must take the second result.

Patients

Upon reaching 3rd level, you have chosen to collect certain kinds of sins and secrets from the creatures you deem your patients in order to atone for yours. Choose one type of patient detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 7th, 15th, and 20th levels.

Empathy Spells

Each type of patient has a list of spells that you gain at the sin keeper levels noted. Once you gain an empathy spell, you always know it and it does not count against the number of spells you may know.

If you have a secret spell that doesn't appear on the sin keeper spell list, the spell is nonetheless a sin keeper spell for you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Pride

Starting at 5th level, your mastery of the secrets gathered allows you to use Prideful ones for better or worse. As long as your sin pool is at grade 1 you may attack twice, instead of once, whenever you take the Attack action on your turn.

If you would take the attack action and the first attack gains you a grade 2 sin pool, you may still take your 2nd attack in that action.

Revelation

At 6th level, your experience from prising secrets and experiences from others is reaching new heights. As an action you may roll an Insight check against a non-hostile creature's Deception. If your check is higher, then that creature is affected as if by Zone of Truth, but only for the next question you would ask of them.

You may use this ability a number of times per long rest equal to your Wisdom modifier.

Gluttony

Beginning at 10th level, you let nothing go to waste as everything has its use. Whenever you would use your sin dice to directly heal a creature, any healing over their maximum hit points turns into temporary hp. These hit points last for an hour and you can provide a maximum number equal to 3 x your proficiency bonus.

Wrath

Starting at 11th level, you can invoke the powerful and devastating sins of Wrath to cause increased suffering. As long as your sin pool is at maximum you may spend the appropriate amount of points to create and add a number of sin die equal to half your proficiency bonus rounded down to a weapon attack. The affected attack adds nothing to your sin pool.

Catharsis

Upon reaching 14th level, while providing absolution or extortion to those around you, your own emotional releases begin to manifest physically. As an action, you create the maximum amount of d10s you can from your sin pool. Energy bursts from you in a 20 foot radius that heals or harms with necrotic energy. The healing or damage is equal to the rolled amount of the created dice + the remaining sin points, emptying out your pool. This can be used twice per long rest.

Heightened Revelation

At 18th level, your revelations have reached new levels of subtlety and power. You may use your Revelation ability a number of times equal to your Wisdom modifier.

Additionally, the target is no longer aware they are affected by this ability.

The Last Sin

Beginning at 20th level, you discover a great sin, a truth that completely alters your sense of self. Your Wisdom score increase by 4. Your maximum for this score is now 24.

Deities

While it may not seem that celestials are the type to sin, no one is perfect, and everyone has secrets. You have chosen to find out the secrets the gods themselves are keeping from you.

Empathy Spells
Keeper Level Spell
3 Shield of Faith
5 Lesser Restoration
9 Bestow Curse
13 Guardian of Faith
17 Summon Celestial

Deific Knowledge

Upon choosing deities as patients at 3rd level, you acquire knowledge known by few outside of the gods and their own. You gain proficiency in the Religion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.

Shared Sin

Beginning at 7th level, you grasp the effects of confession on a persons wellbeing. You may, as a reaction, use your grade 2 sin magic feature to re-roll dice from your allies healing spells and abilities.

Divine Amnesty

At 15th level, you discover the secrets behind the divines power of restoration. As you cast the spell Lesser Restoration, you may spend 15 sin points to instead cast Greater Restoration. You do not need the spell components for Greater Restoration.

You may use this ability twice between long rests.

Sacred Transformation

Starting at 20th level, the last secret you learn from your patients leads you to a divine form in exchange for your sins. As an action, when your sin pool is full, you may expend all of your sin points to cast Summon Celestial as a 6th level spell. Instead of summoning an additional creature, you become the summoned celestial as if you were using the Druid's Wildshape ability.

Additionally, you still have access to your sin pool features, but not your spells.

This ability does not require concentration and you may only use it once per long rest.

Fiends

Sin keepers who have elected to specialize in fiends are often thought of as either insane or fanatical by their peers. It takes dedication, willpower, and cunning to deal with fiends. Most sin keepers that make it far develop those attributes quickly. All who don't do so aren't usually seen again.

Empathy Spells
Keeper Level Spell
3 Hellish Rebuke
5 Scorching Ray
9 Summon Lesser Demons
13 Banishment
17 Infernal Calling

Demonic Charisma

Starting at 3rd level when you begin to learn the secrets and sins of fiends, starting with some of the most common, that of a demons honeyed words. Choose Persuasion or Deception. You gain proficiency in the chosen skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.

Fiendish Resistance

Beginning at 7th level, as you begin to learn of fiends and their abilities, the knowledge allows you a measure of resistance against those who may mean you harm. You gain a resistance to fire damage. If you are already resistant then you become immune to fire damage.

Abyssal Tactics

Upon reaching 15th level, your search for the fiend's truths has revealed the devil's hit and run maneuvers. You may spend sin points equal to half your total pool to cast the spell Teleport twice per long rest.

True Naming

At 20th level, your infernal experience has garnered you the ability to suss out the true name of any creature you turn your attentions to. Whenever you would use your Revelation feature and succeed on the check, you may learn that creatures true name. For the next 24 hours that creature has disadvantage on saves against any spell you would cast.

Additionally, as a reaction, you may expend a use of your Revelation feature to try and learn the True Name of any demon you summon via the Infernal Calling spell

You may not try to learn a creatures true name more than once with this feature, outside of extenuating circumstances determined by the DM.

Fey

Fey patients are often the most hard to deal with patients. Their schemes and tricks make it difficult for sin keepers to get straight answers or actual truths. Sin keepers pursuing the fey become quite adept and affecting and protecting minds because of this.

Empathy Spells
Keeper Level Spell
3 Faerie Fire
5 Misty Step
9 Summon Fey
13 Hallucinatory Terrain
17 Seeming

Psychic Thorns

Beginning at 3rd level, your gathered knowledge has allowed you to take the fey's mind altering abilities a step further by adding a deadly quality. If a creature successfully saves from a spell you would cast requiring a Wisdom save, such as charm person, you may have that creature take psychic damage equal to twice the level you cast the spell at.

Dark Thoughts

Upon reaching 7th level, your pursuit of faerie and its secrets has lead to the ability to counteract their most common technique by weighing down the mind with sin. As an action, you may target an ally within 30 feet and spend a number of sin points equal to half of your maximum to automatically dispel a charm effect afflicting that ally.

Additionally, should you be afflicted with a charming effect and you have at least half of your sin pool, then this effect activates automatically targeting yourself.

Virulent Voices

At 15th level, you can utter unknown and dangerous secrets, much to the mental detriment of those around you. As an action, you may spend 10 sin points and begin speaking into the immediate area. Each creature concentrating on a spell within a 15 foot radius of you must make a concentration check at the end of each of their turns.

You may continue this ability as long as you spend 10 additional sin points at the beginning of each of your turns.

Faerie Ire

Starting at 20th level, you have experienced and learned to use the worst curses the fey have to offer, whether by word of mouth or first hand knowledge. You may, as an action, spend an amount of sin points equal to your maximum to cast Bestow Curse at a 7th level.

Additionally, if the enemy is affected by a spell that you are concentrating on as you cast this spell then you may choose an additional option for Bestow Curse as you cast it.

Sin Keeper Spell List

Cantrips (0 Level)
  • Encode Thoughts
  • Friends
  • Guidance
  • Mind Sliver
  • Prestidigitation
  • Thaumaturgy
  • Viscious Mockery
1st Level
  • Animal Friendship
  • Charm Person
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Cure Wounds
  • Dissonant Whispers
  • Healing Word
  • Inflict Wounds
  • Searing Smite
  • Tasha's Hideous Laughter
  • Thunderous Smite
2nd Level
  • Aid
  • Calm Emotions
  • Crown of Madness
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Gift of Gab
  • Mind Spike
  • Prayer of Healing
  • Suggestion
  • Tasha's Mind Whip
  • Zone of Truth
3rd Level
  • Aura of Vitality
  • Bestow Curse
  • Enemies Abound
  • Fast Friends
  • Fear
  • Haste
  • Incite Greed
  • Life Transference
  • Mass Healing Word
  • Motivational Speech
  • Speak with Dead
  • Vampiric Touch
4th Level
  • Aura of Life
  • Charm Monster
  • Compulsion
  • Confusion
  • Death Ward
  • Dominate Beast
  • Freedom of Movement
  • Locate Creature
  • Phantasmal Killer
  • Summon Aberration
5th Level
  • Destructive Wave
  • Dominate Person
  • Dream
  • Geas
  • Mass Cure Wounds
  • Mislead
  • Modify memory
Credits (in order of appearance)
  • Irene by Terry Wei
  • Knight by Manuel Castañón
  • Sin-Eater by Athena-Erocith
  • Dragonborn by Matias Trabold Rehren
  • Elder by Eric Pfeiffer
  • Havart the Healer by Dopaprime
 

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