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 and rise to begin the fight anew.
Breathing deep to keep calm, the human sweeps her gaze over the enemies surrounding her party. The fight has been long and tough, and one mistake could bring them down. The ghost rushes her ally. As they begin to fall to possession she reaches her fist that direction. With a twist the ghost is successfully expelled as she provides her flagging ally a boost of energy.
The tiefling limps as he makes his way down the stone hallway. His colleagues wait next to the remaining tied down aggressor as he makes his way inside. The tiefling opens his book and hands it off. He lowers himself down to eye level taking his prisoner's measure. Reeking of fear the prisoner quails at the proffered look. The interrogation has begun.
Sin keepers are those who take on or pursue the sins of others and their charges either by conversation or darker means. Whether the energy gathered from these sins is used to heal or harm is a rarely a question with a definitive answer.
Sinful Magic
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.
A sin keeper uses the energy generated from the pain they cause, their own sin, to create wonderful and dangerous effects. These abilities are dichotomous in nature, but are also two sides of the same coin. Regardless of a sin keepers intentions, they will hurt those they must to help 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, or a means to ascertain truth at any cost. 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, to forget themselves, or to 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 a hold of themselves or else lose to the very secrets they amass.
Sin Keeper
| 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 | Disciplines | 3 | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Increase | 3 | 3 | 3 | — | — | — | — |
| 5th | +3 | Burdened Body | 4 | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Revelation | 4 | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Discipline Feature | 4 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Increase | 4 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | ─ | 4 | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Burdened Mind | 4 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Hysteria | 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 | Discipline 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, Discipline 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 want 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 chose this profession may also dictate what discipline you follow in your duties. Are you here to lend an ear to those around you in an effort to help them mentally? Or do you plan to getting what you need willing or otherwise?
Quick Build
You can make a Sin Keeper quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. 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 creature with a CR of 1/4 or higher with a weapon or spell attack roll 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.
Additionally, as an action, you may spend a number of points from your pool to create a 1d4 to a 1d10 sin dice and a number of dice up to your proficiency bonus. For example, at 1st level you may spend 8 points to create a 1d8 sin die, or 12 points to create two 1d6 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 energies they would generate.
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 gather them. 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
Spell attack 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 continue to affect your physical and magical combat prowess. Your sin pool gains two effects depending on how much you have accrued.
-
As long as your sin pool is above half of its maximum, you may add your Wisdom modifier as additional damage to the first damage roll from a weapon or cantrip attack.
-
As long as your sin pool is below half of its maximum, 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.
Disciplines
Upon reaching 3rd level, you begin to specialize in certain sin keeper disciplines. Choose one discipline detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 7th, 15th, and 20th levels.
Discipline Spells
Each type of discipline has a list of spells that you gain at the sin keeper levels noted. Once you gain a discipline spell, you always know it and it does not count against the number of spells you may know.
If you have a discipline 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.
Burdened Body
Starting at 5th level, the physical sin that has run through your veins has remade your body. As long as your sin pool is below half of its maximum, you may attack twice whenever you take the Attack action on your turn.
If you would take the attack action and the first attack puts your sin pool above half, you may still take your 2nd attack in that action.
Revelation
At 6th level, the experience gained from prising secrets and information 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.
Burdened Mind
Beginning at 10th level, creatures you've beguiled feel the need to share with you their secrets. You have advantage on Charisma based checks against creatures that have failed a save against your Revelation feature.
Hysteria
Starting at 11th level, knowledge of your own psyche lets you invoke moments of extreme frenzy. Whenever you use sin die to heal, you may add the same die to your next weapon damage roll. You may use this ability a number of times per day equal to your Wisdom Modifier.
Catharsis
Upon reaching 14th level, while providing absolution or castigation to those around you, your own emotional releases begin to manifest physically. As an action, you can spend points to 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 all creatures in range with necrotic energy, you decide as you use this feature. The healing or damage is equal to the rolled amount of the created dice + the remaining sin points, emptying out your pool.
This feature 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 at will.
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 increases by 4. Your maximum for this score is now 24.


Headology
The practice of headology relies on the principle that what people believe is what is real.
Discipline Spells
| Keeper Level | Spell |
|---|---|
| 3 | Cause Fear, Sleep |
| 5 | Calm Emotion, Hold Person |
| 9 | Motivational Speech, Slow |
| 13 | Compulsion, Phantasmal Killer |
| 17 | Geas, Rary's Telepathic Bond |
Converse
Upon learning this discipline at 3rd level, you learn how effective discourse is for mental health. Over the course of 10 minutes you can talk with a number of creatures equal to your proficiency bonus. You may create a sin die for each individual. Before their next short or long rest they may roll it and add it to an attack roll, saving throw, or skill check.
You may use this ability a number of times per day equal to your proficiency bonus. A creature may only have one of these die at a time.
Counseling Session
Also at 3rd level, you hold sessions and lend an ear to those who need one. Whenever you would take a short rest or at the end of a long rest, you may have sessions with friendly creatures who can understand you. Roll a 1d4 for each creature besides you who participates. You add the total to your Sin Pool.
You may use this ability a number of times per day equal to half your proficiency bonus. This die increase to 1d6 at 6th level and 1d8 at 9th.
Cognitive Care
Beginning at 7th level, you learn that keeping the mind happy and healthy is pivotal to a person's mental and physical health. Whenever another creature is subject to an Intelligence, Wisdom, or Charisma saving throw you may spend 10 sin points as a reaction to give that creature advantage on the save.
Hypnotic Treatment
Starting at 15th level, you learn to hypnotize willing creatures into a healing state. You may cast the Catnap spell for 10 sin points and may target a number of creatures equal to your Wisdom modifier. You can not target yourself with this spell.
The Right Words
Upon reaching 20th level, you've learned how to effectively inspire groups of people with exactly what they needed to hear. Whenever you would use your Converse feature, all affected creatures are also treated as if they have had the Motivational Speech spell cast on them at 5th level.


Chaplaincy
Whether they are chaplains of religious or philosophical traditions, these individuals hold the wellbeing of others in the highest regard.
Discipline Spells
| Keeper Level | Spell |
|---|---|
| 3 | Bless, Detect Poison and Disease |
| 5 | Aid, Lesser Restoration |
| 9 | Aura of Vitality, Beacon of Hope |
| 13 | Death Ward, Divination |
| 17 | Dispel Evil and Good, Raise Dead |
Confession
Upon choosing this discipline at 3rd level, you gain the ability to bolster those you would seek to absolve. 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.
Blessings in Disguise
Also at 3rd level, whenever an ally would fall to 0 hit points from an attack or spell, you can, as a reaction, gain a number of sin points equal to half the damage that ally took.
You may use this ability a number of times per day equal to your proficiency bonus.
Consecrate
At 15th level, you discover the secrets behind the 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.
Absolution
Starting at 20th level, you have learned to forgive even the greatest of offenses and offer instead the greatest of compassions. Whenever you would use your sin die to heal you may maximize the roll of a number of die equal to half your Wisdom modifier rounded down.
Inquisitive
This discipline often finds its patrons in the more lawful positions of a society. However, for some inquisitors, laws and ethics are sometimes mutually exclusive
Discipline Spells
| Keeper Level | Spell |
|---|---|
| 3 | Cause Fear, Charm Person |
| 5 | Detect Thoughts, Zone of Truth |
| 9 | Fast Friends, Speak with Dead |
| 13 | Arcane Eye, Locate Creature |
| 17 | Dominate Person, Modify Memory |
Inquisitor's Charisma
Beginning at 3rd level, you begin to learn the techniques of the inquisitors, starting with some of the most common; that of an inquisitor's 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.
The Inquisition
Additionally at 3rd level, you can call upon your allies to aid in your inquisitorial duties. As an action, you may declare a number of friendly creatures equal to your Wisdom modifier as part of your Inquisition. Roll a 1d4 for each creature you've chosen. You add the total to your Sin Pool.
This die increases to 1d6 at 6th level and 1d8 at 9th. You may use this ability twice per day.
Interrogate
At 7th level, you learn the most effective approach for interrogation. As an action, you can create a sin die. You can roll the die and add the number rolled to the next Charisma based skill check you would make. You can wait until after you roll the d20 before deciding to use the sin die, but must decide before the DM says whether the roll succeeds or fails.
You may use this ability a number of times equal to your proficiency bonus.
Blood Hound
Starting at 15th level, you gain a flawless ability for tracking your "patients". As you cast Locate Creature, if you choose a creature that has ever failed the save against your Revelation feature then there is no limit on distance or restrictions by water obstacles. This feature only works while you're on the same plane as the target.
Judgement
Also at 15th level, you have gained the authority of judge, jury, and executioner. Once per day, as an action, you can declare Judgement on a creature. As long as this creature lives all attacks you make against it critically hit on a 19 and 20 and you always count as having a sin pool below half for the purposes of your Sin Magic and Burdened Body features.
Infallible
Upon reaching 20th level, your mastery of the inquisitive techniques has afforded you a protection against them. You become immune to all fear, charm, and sleep effects.

Sin Keeper Spell List
Cantrips (0 Level)
- Chill Touch
- Encode Thoughts
- Friends
- Green-Flame Blade
- Guidance
- In Their Shoes F
- Mind Sliver
- Prestidigitation
- Sacred Flame
- 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
- Weight of the World F
2nd Level
- Aid
- Apple of the Eye F
- Calm Emotions
- Crown of Madness
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Gift of Gab
- Mind Spike
- Prayer of Healing
- Sleep of the Dead F
- 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
- Love is War F
- Mass Healing Word
- Motivational Speech
- Speak with Dead
- Vampiric Touch
- Wipe the Slate F
4th Level
- Aura of Life
- Charm Monster
- Compulsion
- Confusion
- Death Ward
- Dominate Beast
- Freedom of Movement
- Locate Creature
- Phantasmal Killer
- Summon Aberration
- Two Birds One Stone F
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
- Alarielle, aasimar cleric of Amaunator by Lily Abdullina
- Dragonborn by Matias Trabold Rehren
- Elder by Eric Pfeiffer
- Havart the Healer by Dopaprime
Multiclassing
Should you want to multiclass into sin keeper, the prerequisites and proficiencies are listed below:
- Prerequisites: 13 Wisdom and 13 Strength
- Proficiencies gained: Light armor, Medium armor, Shields, and simple weapons