Path Of The Sin Struck

Source: https://drive.google.com/file/d/1KCfnJaeIx7-LEDSyJQpUoHPOCO3LtYkk/view
Author: u/VampireBagel_

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Some barbarians call upon benevolent spirits to guide, shape and hone themselves, allowing them to call upon supernatural prowess as they rage. Not all spirits in the world are kind, however - many are insular, vindictive or outright malevolent. Somehow, one of these spirits has bound itself to your body,
one whose disposition cleaves close to a primeval sin of humankind, and through coercion, cooperation, or sheer grit, you can bend it to your will.
As you enter a rage, the bound spirit's power becomes your own, their baleful energy manifesting in otherworldly mutations, emotional manipulation or overwhelming force of presence.

Volatile Binding

Starting at 3rd level, your bound spirit can raise your ire at the slightest provocation. As a reaction when you take damage, you can immediately enter a rage. Your resistances from raging reduce the triggering damage if they apply.

Primal Sin

Also at 3rd level, you must pick a Sin your bound spirit reflects, which determines features you gain at this and later levels. If a feature requires a creature to make a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Pride. While you're raging, your sheer presence hinders creatures ability to harm you. Creatures have disadvantage on attack rolls against you. If a creature hits you with an attack, it takes psychic damage equal to your Constitution modifier, and this feature doesn't function until the start of your next turn.
Greed. Your spirit loathes isolation. On your turn while you're raging and there are no creatures within 10 feet of you, your melee weapon attacks have a reach of 30 feet. When you hit a creature with one of these attacks it must succeed on a Strength saving throw or be pulled up to 30 feet directly
towards you.
Lust. When you hit a creature with a weapon attack while raging, your spirit of lust draws them towards you, making them infatuated. Until the start of your next turn, the creature must spend 2 feet of movement for every foot it moves when moving away from you, and while within 5 feet of you, the
creature has disadvantage on any attack roll that doesn't target you.
Envy. Your spirit craves the experiences and feelings of others and draws them into you. While you're raging and a creature within 30 feet of you takes damage, you can reduce the damage by an amount equal to your rage damage bonus x 4. You take the same amount of damage you reduced. Once
you have used this feature, you can't do so again until the start of your next turn.
Gluttony. While you're raging, you can conjure vicious spectral jaws anywhere on your body (no action required) which crave flesh, and can be used to grapple a creature while leaving your hands free. You can only have one set of jaws at a time. When you grapple a creature using the jaws and on the
start of each of your turns while grappling them, the creature takes necrotic damage equal to your Constitution modifier, and you gain the same amount in temporary hit points.
Wrath. While you're raging, once per turn, you can instill rage into a creature you hit with a weapon attack. The creature takes additional psychic damage equal to your rage damage bonus and has advantage on its next attack roll, but attacks made against it have advantage until the start of your
next turn.
Sloth. At the start of your turn while you're raging, you can halve your movement speed as the essence of sloth overtakes you. If you do so, any time you hit a creature with a weapon attack before the end of your turn, its movement speed is halved, it has disadvantage on Dexterity checks, and it can't
take reactions until the start of your next turn.

Vengeful Counter

At 6th level, your spirit lashes out at those who dare impede you. When you are incapacitated or knocked unconscious, your spirit can make a melee weapon attack against a creature within 15 feet of you. If the attack hits, it deals 2d10 + your rage damage bonus force damage. You use your Constitution modifier for the attack and damage rolls.
Additionally, you can't be possessed, as your spirit bars other entities from inhabiting your body.

Mortal Coil

Starting at 10th level, your spirit reinforces your body against the tides of mortality. The amount of death saving throws you must fail to die increases by 1 and when stable you regain 1 hit point in 1d4 rounds rather then in 1d4 hours. Finally, when reduced to 0 hit points, you gain temporary hit points equal to twice your barbarian level + your Constitution modifier, these temporary hit points last until you regain any hit points.

Primal Revelation

At 14th level, your spirit grows in power, unlocking its true potential. The effect is based on the effect you chose for your Primal Sin, and you can only use this feature once per rage.
Pride. When you hit a creature with a melee weapon attack while raging, you can attempt to shatter their pride. The creature takes 2d12 psychic damage and must make a Charisma saving throw. On a failed save, the creature has disadvantage on Charisma saves and all ability checks and deals only half damage until the end of your next turn.
Greed. As a bonus action while raging, you can drain the life from creatures around you. Hostile creatures within 10 feet of you must make a Constitution saving throw. A target takes 2d8 + your Constitution modifier necrotic damage on a failed save, or half as much damage on a successful one. You gain temporary hit points equal to the amount rolled.
Lust. As a bonus action while raging, you can choose a number of creatures within 30 feet equal to your Constitution modifier to make Wisdom saving throws. On a failed save, the target must use its reaction to move up to its speed, falling prone if they come within 5 feet of you or use all their speed, and can't stand up until the end of your next turn.
Envy. While raging, you can use your reaction when another creature you can see within 60 feet makes an attack roll, ability check or saving throw, sapping their coveted power and taking it for your own. The result of the creature's roll is reduced by half of their modifiers added to the roll (if the
modifier was positive). Before the end of your next turn, you can add the amount you reduced the roll by to one attack roll, ability check, or saving throw you make.
Gluttony. As a bonus action while raging and grappling a creature with your maw, you can attempt to swallow it. The creature must make a Strength saving throw. On a failed save, the creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, has total
cover against attack and other effects outside of the maw, and it takes 3d8 necrotic damage at the start of each of your turns. Whenever you take damage, you must make a Constitution saving throw with a DC equal to the damage you took or release the swallowed creature. The swallowed creature is also released if you fall to 0 hit points, or you die.
Wrath When you make your first attack on your turn while raging, you can channel your wrath into your strikes. Doing so causes each melee weapon attack you make this turn to score a critical hit on a roll of 18-20 and gain a bonus to their damage rolls equal to 2 times your rage damage bonus.
Sloth. As a bonus action while raging, you can breathe a 15- foot cone of energy that saps the energy from creatures. Creatures in the area must succeed on a Constitution saving throw or have their speed reduced to 0, and have disadvantage on Dexterity checks and saving throws until the start of your next turn. If you hit a creature that failed its save against this feature with a melee weapon attack before the end of your turn, it must make another Constitution saving throw. On a failed save, the target is petrified until the start of your next turn, transformed into smooth black crystal.

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