Difference between revisions of "Sin of Wrath (5e Class)"
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Contents
- 1 The Sin of Wrath
- 2 Creating a Wrath
- 3 Class Features
- 3.1 Hit Points
- 3.2 Proficiencies
- 3.3 Equipment
- 3.4 Double the Damage
- 3.5 Demon Blood
- 3.6 Demonic Regeneration
- 3.7 Unarmored Defense
- 3.8 Full Counter
- 3.9 Reckless Attack
- 3.10 Extra Attack
- 3.11 Hell Blaze
- 3.12 Sacred Treasure Lostvayne
- 3.13 Assault Mode
- 3.14 Revenge Counter
- 3.15 Full Demonic Heritage
- 3.16 Full Commandment Power
- 3.17 Multiclassing
- 3.18 Legal Disclaimer
The Sin of Wrath
This class is based on one of the characters of the Nanatsu No Taizai/The Seven Deadly Sins, Meliodas, The Dragon Sin and is primarily a fighting class with demon powers from your heritage. This class comes with a constant struggle of trying to contain your evil nature.
Author's Note: It's best if you contact your DM if you could play this class (as with any other unofficial class).
Creating a Wrath
Quick Build
You can make a Wrath character quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Solider background. Third, choose a martial weapon, two simple weapons, and no armor.
Class Features
As a Sin of Wrath, you gain the following class features.
Hit Points
Hit Dice: 1d12 per Sin of Wrath level
Hit Points at 1st Level: d12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 + your Constitution modifier
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Strength and constitution
Skills: Choose three from Acrobatics, Survival, Intimidation, Perception, Athletics, Religion, Persuasion, Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one Martial Melee Weapon or (b) any simple weapon
- an explorer's pack
The Sin of Wrath
Level | Proficiency Bonus |
Features | Demonic Regen |
---|---|---|---|
1st | +2 | Demon Blood, Full Counter, Demonic Regen | 1d6 |
2nd | +2 | Double the Damage, Unarmored Defense | 1d6 |
3rd | +2 | Reckless Attack | 1d6 |
4th | +2 | Ability Score Improvement | 1d8 |
5th | +3 | Extra attack | 1d8 |
6th | +3 | Full Counter Level 2 | 1d8 |
7th | +3 | 1d10 | |
8th | +3 | Ability Score Improvement | 1d10 |
9th | +4 | Assault Mode | 1d10 |
10th | +4 | Hell Blaze | 1d12 |
11th | +4 | 1d12 | |
12th | +4 | Ability Score Improvement | 1d12 |
13th | +5 | 1d12 | |
14th | +5 | Full Counter Level 3 | 1d12 |
15th | +5 | 2d8 | |
16th | +5 | Ability Score Improvement | 2d8 |
17th | +6 | 2d8 | |
18th | +6 | Revenge counter | 2d10 |
19th | +6 | Ability Score Improvement | 2d10 |
20th | +6 | Full Commandment, Full Demonic power, Hell Blaze Mastery | 2d10 |
Double the Damage
While Dual Wielding each time you roll a 19 or 20 you may make an extra attack with your off-hand weapon, once per turn.
Demon Blood
Having demonic heritage you are granted the following benefits:
• You have Darkvision if your race did not have Darkvision, up to 60ft.
• You gain resistance to necrotic and fire damage but attacks with radiant damage or possess holy properties have advantage to hit you.
• Your base speed becomes 40ft.
Demonic Regeneration
Demonic Regeneration- You can use this ability 4 times per long rest. You regain an amount of hp equal to your constitution modifier. you can expend two uses to reattach a missing limb. This does not heal you, but it does restore the limb to full functionality. It can't regrow limbs, only sew severed ones back on. This is a bonus action.
Unarmored Defense
Starting at 2nd level While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Full Counter
− At the first level, as a reaction, you gain the ability to reflect an attack directed at you, back to the attacker. The attacker must roll a dex DC15 save, if they succeed they receive a quarter of the damage, if they fail they receive full damage. You may choose to be able to reflect either magical attacks or physical attacks.
To reflect a magical attack it must be visible. You can not reflect attacks that incur effects or change the environment. The DM rolls damage and then multiplies it by two this ignores resistances and immunities and will have the same effects as the original spell.
If you do reflect attacks in mid-air (free fall, flying etc...) casting Full counter leaves you vulnerable for one round of combat.
To reflect attacks you must be armed.
Physical attacks may be reflected yet the damage returned does not include effects from attacks that incur bonus status ailments, i.e. you can not inflict bleeding or poison on a returned attack if the attack would have given you those effects otherwise. When you are targeted with a spell or ability, you can use your reaction to send the attack back to the sender. The DM rolls damage and then multiplies it by two this ignores resistances and immunities. Counter vanish (Variant of full counter) nullifies magic erasing it Can be done a number of times equal to your Constitution modifier
At 6th level, add 3d8 damage, 4d8 at 14th level, and 5d8 at 18th level. At level 20 you can add 6d12 damage. This additional damage is not doubled.
Reckless Attack
Starting at the 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but the attack rolls against you have advantage until your next turn.
Extra Attack
Beginning at 5th level you can attack twice instead of once, whenever you take The Attack action on your turn.
Hell Blaze
As you tap into your demonic ancestry you are now able to access Hell Blaze. This allows you to, as a bonus action, engulf your weapon of choice with a black flame that deals an additional 1d6 necrotic damage. The target gains disadvantage on all rolls on their next turn. Can cast once per long rest.
At Hell Blaze Mastery you are now able to engulf two weapons of your choice when you cast this as a bonus action, additionally, Hell Blaze on your weapons now deals 2d6 necrotic but the other two weapons still deal 1d6 necrotic damage and only last until the next successful attack. Can cast twice per long rest.
Sacred Treasure Lostvayne
Sacred Treasure Lostvayne is a +3 weapon that deals 1d12 damage. As you hunger for power your demonic blood can now sense a powerful artifact lost to the ages, one that suits your magic extremely well. When you find this weapon it will have five holes in it regardless of what type of weapon, you decide, and it allows you to make create up to four clones of yourself. The clones will equal your Strength, Dex, Con divided by the number of clones made, minimum of tone. All clones have an AC of 12 and a minimum of six for ability scores. Clones take their action on your turn.
You are able to unlock the first of Lostvayne's secrets, the Six Signs of Death. You surround an enemy with your four clones and make five attack rolls at the target and perform the following damage calculation, however, you can not gain advantage past the first attack. You attack first and then the clones attack. Can be performed with Lostvayne once every long rest.
1 hit-1d12
2 hits- 2d12
3 hits- 3d12
4 hits- 4d12
5 hits- 5d12
6 hits- 6d12
Assault Mode
You are nearing the pinnacle of your demon ancestry, now you are able to cast Assault Mode as a bonus action once every long rest. Assault Mode lasts for 1 minute. You gain a boon of +2 to Strength, Dex, Con, and AC, which is not restricted by caps. Additionally, every successful attack in this form cause enemies to take an additional 1d10 necrotic damage and when you transform your aura becomes completely evil temporarily and enemies must make a DC 16 con save otherwise be frightened by you, additionally, you have +2 on attack and damage rolls additionally you have advantage on intimidation checks. You also get a flight speed of 140 feet
Revenge Counter
You can activate this ability if you are in your normal state as a bonus action, your AC becomes five for a number of turns and you are unable to use any magic. After the end of at least the second turn, you make an attack on the nearest enemy activating the technique, you, your target, and anything else in a 15ft radius takes the damage you received during the turns times the number of turns, I.E. four turns equal four times the damage, it must be you and you can't use a Lostvayne clone. When detonated, make a con save DC17, if fail calculate damage normally, if successful you are dropped down to one hit point but are considered immobilized for three turns.
Full Demonic Heritage
You have now reached the pinnacle of bringing out your Demon Ancestry. Assault mode is now a free action and you are no longer at risk of losing control of yourself unless you fail three con saves in a row. Every one of your attacks brims with demonic energy as every strike now casts Hell Blaze at rank 1 and deals a minimum of 2d8 necrotic damage. You have achieved your dream, but there is one more challenge.
Full Commandment Power
Legend has it that the Demon King has a set of ten warriors directly under him that operate to his authority. You can use your demonic power to summon a Legendary warrior and face them in a duel, if you win you are granted their title and their commandment, a rare power granted solely from the Demon King. If you fail and are slain your soul becomes permanently tainted and your alignment can not shift from chaotic evil.
Multiclassing
Prerequisites- To qualify for multi-classing into the Wrath class, you must meet these prerequisites: STR: 18, Con: 16, and an incident where your wrath takes control, and have demon blood by transplant.
Proficiencies. When you multi class into the Wrath Class, you gain the following proficiencies: Str and Con saving throws, Intimidation.
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