Seven Sinful Feats of Wrath, no. 1
I wrote three sets of seven “sinful” feats starting back in 2012, one each for gluttony, lust, pride, and gluttony. I always meant to cover the other four Deadly Sins but… well I guess I did too much research on Sloth. But I thought if I write one a day for seven days, I’ll have a product! And I’ve been pissed off about a lot of stuff lately, so…
That’s your secret. You are always angry.
Prerequisite: Cha 13
Benefit: You channel your anger. You gain power from it. While others seek to suppress or mitigate their rage, you know that allowing your anger to give might to your physical form and focus to your thoughts makes you more effective, and more potent, than those who deny their wrath.
If you roll a natural 1 on a skill check, saving throw, or attack roll, or a foe scores a critical hit against you, you may choose to fly into a fury as a free action. You can also entrya fury by focusing on the inequities and brutalities of life as a standard action. When you enter a fury, you decide how many rounds it lasts.
While in a fury, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. However, if you have an ability to do one of those things while in a rage or bloodrage, you may also do it in a fury. You also receive a +2 bonus on saving throws against fear and a +1 morale bonus to one of the following (selected at the time you end your encounter): ability and skill checks tied to Strength, Dexterity, or Constitution (your choice); caster level; or weapon damage. You can only have one bonus from Wrathful in effect at a time, and if you use the ability again before an old bonus fades, the original bonus immediately ends.
The Sinful Feat Type
While sinful feats are not restricted to evil characters (you don’t have to be entirely without sin in order to be a good person), and using them is not an inherently evil act (like many abilities, how you use such feats determines if the act is evil) they do draw on the power of sin itself. As a result characters who gain power in part from having a good alignment (such as paladins, who must remain lawful good) cannot gain or use sinful feats. If such a character loses his alignment and the power that comes with it as a result of an act tied to one of the seven deadly sins (avarice, envy, gluttony, lust, pride, sloth, and wrath) the GM may choose to allow the character to swap out any feats relating to the lost power for sinful feats linked to the appropriate sin.
(Do you enjoy the content on this blog? Why not become a patron, and support the creation of more free material! Or you could even become a sponsor, and get me to link to YOUR content!)