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Artifact Equipment, Legendary-Sentient, Attunement required

This Item's functionality is controlled by the DM at all times. otherwise its a normal piece of clothing with no special benefits.

The cloak can be one of many, Material can be cut off the main body of material and sewn into a a personal scarf, cloak or likewise for a member of the Decota family, only this cloak is just a normal cloak that protects from the elements, its not until the Sin Possesses the cloak that it becomes truly powerful.

Upon Possessing the cloak The Red Sin Can manifest When The DM Decides at will and has the following stats.

Nyala, The Harvester / The Red Sin (Grounded)
NameSinPlayerDMRaceCelestialLevel20
AlignmentLawful NeutralClass n/aStatusn/a
Agen/a Apperance3rd Monday of Redfall 1823
HP 369 AC 18 (+2 against Non magical) SPD 30ft (Hovering) . Init +5
Bonus+6Passive19Joinn/aLeaven/a
Skills
STR14(+2)
DEX19(+4)Save +2
CON20(+5)Save +2
INT22(+6) Arcana +3
WIS22(+6)Save +2Perception +3, Insight +3
CHA15(+2) Intimidation +5
LanguagesInfernal, Celestial
ProficienciesImmunity Diseased, Fire, Poison, Acid
Aditional StatusResistances Necrotic, Radiant, piercing, slashing, bludgeoning from non-magic sources

Senses: True sight 80ft

Before you ask the Sin to help with any non combat related tasks roll a d 20. if the result is Even the Sin will comply, if the result is odd the sin ignores and you must wait 12 hours before asking the sin again doing the same task.

Sin Soaked Air The Red Sin fills the air with a sense of wrong within a 200ft Radius. any creature entering this area around The Red Sin feels at great unease and sense of pain, You have disadvantage on stealth checks.

Eathrial body
The Red Sin is Heavily obscured at all times but can be seen by creatures when within 5ft of it (it still appears as transparent could be played off as a trick of they eye). Creatures can make an insight or Perception check to see The sin in full view, if successful they can see the sin at any distance but must now make a wisdom saving throw of DC20 against being frightened.

Ethereal Duality The Red Sin is treated as being in both the material and ethereal planes simultaneously. It can travel through solid objects as if they were difficult terrain, and it can affect creatures in the ethereal and material planes with its abilities.
At Level 5 It can remain in solid terrain for 3 consecutive turns; ending its turn in a solid object past that point causes it to take 5 (1d10) force damage. The Red Sin ignores immunities to Grappled, Restrained, or Prone when fighting ghosts or other metaphysical creatures. However, it can be affected by effects originating in the Ethereal and Material planes simultaneously. the Demon can temporary pass these abilities onto Calamity for 10 minuets and requires a long rest to reset.

Mark of Sin
At level 3 The Red Sin marks a target it can see. To resist being marked, the creature must succeed in a Wisdom Check with a DC of 18. On a failure, The Red Sin marks the target for 24 hours and can sense the target as long as it remains on the same plane. The Mark can be removed with a Dispel Magic or Remove Curse cast with a 4th level or higher spell slot. Calamity must finish a short or long rest before this ability can be used again.

Nightmare
At level 4 Roll 8d8 + Level, the total is how many hit points of creatures this spell can affect. Creatures within 25 feet of a point you choose are affected in order of their current hit points.
Starting at the creature with the lowest current hit points, each creature affected by this spell falls unconscious. If the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper, they are awoken.
Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Unconscious creatures, undead, and creatures immune to being charmed aren't affected by this spell.
The Host must finish a short or long rest before using this ability again.

Hollowing Rattle
At level 5 The Red Sin is there to protect The Host not to slay. but if The Host would be reduced to 0 HP by an attack the Reaper can nullify the attack and release a scream from the darkness depths of the nine hells. All creatures not aware of the Reaper make a Wisdom saving roll of DC 20 if they haven't already made a successful insight/ Perception roll to see the sin, on a fail the attacker is stunned and others are frightened. On success the target is not stunned/ Frightened.
the attacker is then thrown backwards 20ft. The Host must finish a short or long rest before this ability can be used again.
Creatures can make another Wisdom save throw of DC 20 at the end of their turns to stop being frightened or stunned.

Sin Reap
At Level 8 The Red Sin Readiest its gleaming scythe any attacks made against it are at advantage but if a creature dose strike and hit in this stance their movement speed is reduced by 10ft for the remainder of the turn. on the sin's next turn it swings in a 15ft by 10ft area in front of it. any creature in this range must make a dexterity saving through or be instantly killed with no death saving rolls.
this attack has no effect on Dialias, Tiflings, characters of the lawful good alignment, paladins, holy people (such as priests) and characters wearing a divine protection amulet.

The Red Sin Appears with a gigantic gleaming decorated scythe, simply seeing it makes it feel as if your soul is being sucked out.

The Havester
Originally a vessel for an outer Entity but claimed by the sin as its reaping tool. this weapon is very large and can only be used once every two turns, you do not get opportunity attacks with this weapon and you cannot perform your bonus action when wielding this weapon.

2 handed, Gigantic
Magical Slashing damage
7 D4s + 10 + Half the Target's level
D20 + 14
Bleed: On a hit the target makes a con save DC15 on a fail they begin to bleed taking half thier level as damage at the start of each of their turns
Soul Reap: If a target is reduced to 0 Hp by this weapon they are automatically killed and their soul is sucked into the scythe, if the attack is a critical hit they are automatically killed.


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