Difference between revisions of "Sin of Wrath (5e Class)"

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{{Winter Cleaning|See discussion page}}
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{{Unbalanced|See discussion page}}
 
{{author
 
{{author
 
|author_name=JustaPC
 
|author_name=JustaPC
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{{5e Class Features
 
{{5e Class Features
 
|classname=Sin of Wrath
 
|classname=Sin of Wrath
|hitdie=d12
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|hitdie=d10
|armorprofs=Shield and heavy armor
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|armorprofs=None
|weaponsprofs=Simple and martial melee weapons
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|weaponprofs=Simple weapons and mrtial melee weapons
 
|toolprofs=None
 
|toolprofs=None
 
|saveprofs=Strength and Constitution
 
|saveprofs=Strength and Constitution
 
|skillprofs=Acrobatics, Survival, Intimidation, Perception, Athletics, Religion, persuasion, Stealth
 
|skillprofs=Acrobatics, Survival, Intimidation, Perception, Athletics, Religion, persuasion, Stealth
||equipment=*''(a)'' a Broadsword or ''(b)'' a Long sword
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||equipment=*''(a)'' one Martial Melee Weapon or ''(b)'' any simple weapon
*''(a)'' one Martial Melee Weapon or ''(b)'' any simple weapon
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*an explorer's pack
*''(a)'' a Dungeons pack or ''(b)'' an explorer's pack
 
 
}}
 
}}
  
 
{{5e Class Simple
 
{{5e Class Simple
 
|classname=Sin of Wrath
 
|classname=Sin of Wrath
|feature1=Demon Blood, Fighting Style, Full Counter, Demonic Regen
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|feature1=Demon Blood, Full Counter, Demonic Regeneration
|feature2=Martial Arts, Unarmored Defense
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|feature2=Double the Damage, Unarmored Defense
 
|feature3=Reckless Attack
 
|feature3=Reckless Attack
 
|feature4=Ability Score Improvement
 
|feature4=Ability Score Improvement
|feature5=Sacred Treasure Lostvayne
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|feature5=Extra attack
|feature6=Extra Attack, Full Counter Level 2  
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|feature6= Hell Blaze
|feature7=Hell Blaze
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|feature7=Full Counter Level 2
 
|feature8=Ability Score Improvement
 
|feature8=Ability Score Improvement
|feature9=Demonic Rage, Assault Mode
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|feature9=
|feature10=Extra Attack(2)
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|feature10=
|feature11=Power Restore
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|feature11=Demon Form
 
|feature12=Ability Score Improvement
 
|feature12=Ability Score Improvement
|feature13=Hell Blaze Level 2
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|feature13=Sea of Flames
 
|feature14=Full Counter Level 3
 
|feature14=Full Counter Level 3
|feature15=Extra Attack (3)
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|feature15=Assault Mode, Trillion Dark
 
|feature16=Ability Score Improvement
 
|feature16=Ability Score Improvement
|feature17=Sacred Treasure Release
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|feature17=Wrathful Vengence
 
|feature18=Revenge counter
 
|feature18=Revenge counter
 
|feature19=Ability Score Improvement
 
|feature19=Ability Score Improvement
|feature20=Full Commandment, Full Demonic power, Hell Blaze Mastery, Extra Attack(4)
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|feature20=Full Demonic Heritage, Hell Blaze Mastery, Soul of Wrath
  
 
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). -->
 
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). -->
|extraa=Demonic Regen
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|extraa=Demonic Regeneration
 
|extra1a=1d6
 
|extra1a=1d6
 
|extra2a=1d6
 
|extra2a=1d6
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|extra19a=2d10
 
|extra19a=2d10
 
|extra20a=2d10
 
|extra20a=2d10
 
|extrab=Martial Arts
 
|extra1b=&mdash;
 
|extra2b=1d4
 
|extra3b=1d4
 
|extra4b=1d4
 
|extra5b=1d4
 
|extra6b=1d6
 
|extra7b=1d6
 
|extra8b=1d6
 
|extra9b=1d6
 
|extra10b=1d8
 
|extra11b=1d8
 
|extra12b=1d8
 
|extra13b=1d8
 
|extra14b=1d8
 
|extra15b=1d8
 
|extra16b=1d10
 
|extra17b=1d10
 
|extra18b=1d10
 
|extra19b=1d10
 
|extra20b=1d10
 
 
}}
 
}}
  
===Fighting Style===
 
 
Choose one from below- This starts at first level and you can not have more than one, unless you work something out with your DM.
 
  
'''Brace for Attack'''- Always on your guard, you gain a bonus of +1 to AC, only works while conscious.
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===Double the Damage===
  
'''Light Weapon Handling'''- While wielding a one-handed weapon, you get +2 to hit, does not work with Dual Wielding.
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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.
  
'''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.
 
  
'''Dragon Slayer'''- While fighting any monster when dual wielding, you can add your ability modifier to the second attack.
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===Demon Blood===
  
===Background===
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Having demonic heritage you are granted the following benefits:
'''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 have Darkvision if your race did not have Darkvision, up to 60ft.
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• Your base speed becomes 40ft.
 
• Your base speed becomes 40ft.
  
'''Mark of The Dragon''' - You have the mark of a Dragon, as seen in The Seven Deadly Sins, somewhere on your body. Anywhere is fine as long as it's reasonably visible. Come up with an event where your character let loose their wrath and would be branded as such. They could still be on the run or absolved of the crime, your choice.
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===Demonic Regeneration===
 
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'''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.
'''Cursed'''- You have been cursed by the Demon King and do not age and if you die your soul return to your body. However, when you would make a death saving throw you only have one instead of three. If you succeed in the death saving throw you are considered stabilized and unconscious. If you fail the death saving throw you can't be revived by magical or nonmagical means except for this feature. When you die your soul returns to your body 1d4 hours later at which point you must make a con save throw DC17 and if failed your alignment must shifts towards chaotic evil, the amount of shift is based on you and your DM.
 
 
 
'''Age''' - I would say at least 100 but that's just me, minimum age is probably 25 because before you start the campaign you have already been branded with the mark and have been cursed, but whatever age floats your boat.
 
 
 
'''Lost Power''' -Part of your power was sealed off from you and is contained until you reach a state of controlled wrath or otherwise mental maturity that time will be controlled by the DM.
 
  
===Powers===
 
'''Demonic Regen'''- You can use your demon blood to your advantage by using your bonus action to regen hp the amount of times equal to your constitution modifier and regens by completing a short rest. You regain an amount of hp equal to what says in the table + your constitution modifier.
 
 
===Unarmored Defense===
 
===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.
 
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.
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===Full Counter===
 
===Full Counter===
 
 
At the first level, you gain the ability to use Full Counter level 1 which for your character means you can reflect an attack directed at you, back to the attacker. You may choose to be able to reflect magical attacks or melee attacks.
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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 attacks you must be armed.
 +
 
  
 
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.
 
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.
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If you do reflect attacks in mid-air (free fall, flying etc...) casting Full counter leaves you prone for one round of combat.
 
 
To reflect attacks you must be armed.
 
 
 
Physical attacks may be reflected as long as they are affected by magic (Ordinary physical attacks can't be reflected however a sword with smite can) 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 reduce the amount of damage equal to 3 x your Sin of Wrath level + your con modifier + your Strength modifier and you 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 5th level, add 1d8 damage, 3d8 at 6th level, 4d8 at 14th level, and 5d8 at 18th level. At level 20 you can add 6d12 damage. This additional damage is not doubled.
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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 7th level, add 1d8 damage, 2d8 at 14th level. This additional damage is not doubled.
  
 
===Reckless Attack===
 
===Reckless Attack===
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===Extra Attack===
 
===Extra Attack===
 
Beginning at 5th level you can attack twice instead of once, whenever you take The Attack action on your turn.
 
Beginning at 5th level you can attack twice instead of once, whenever you take The Attack action on your turn.
 
At level 10 gain another extra attack, At level 15 gain another extra attack, At level 20 gain another extra attack
 
 
===Demonic Rage===
 
 
When you are in a big fight. you can activate this ability, regardless of whose turn it is. You cast your emotions aside and give in to your inner power at the cost of possibly losing control to your Demonic blood. When you rage you can't cast full counter or any other magic and you must make every attempt to destroy any threat that would seek to harm your allies. This ability is counted as a bonus action if on your turn and uses your reaction if on another's turn, and you must have a clear line of sight on the attacker.
 
At the end of each of your turns when raging you must make a con save starting at DC 5 and increasing by 2 every turn. To stop Demonic rage all enemies must be dead or unconscious. If you fail the con save your demon blood temporarily takes over and you must attack everyone around you as if they are your enemy. You also gain +1 to AC per level of Demonic Rage. (Manifestations are considered natural weapons, and you add your Strength modifier. An ax can not be combined with extra attack, Claws can)
 
 
 
 
At level 1 you gain +3 to attack and damage rolls. As dark energy surrounds your body. You gain the ability to manifest your demonic blood as giant claws that bypass resistance to necrotic damage and deal 1d8 slashing and 1d6 necrotic.
 
 
You gain the ability to manifest your demonic blood as a giant ax on your character's dominant hand that can sweep enemies in front of them, this counts instead of an attack roll this considered a 15ft cone dex save DC15 if saved half damage. Does 1d10 slashing and inflicts 1d6 bleeding. The claws now do 2d8 slashing and 1d6 necrotic. Switching between weapons counts as a bonus action.
 
 
Your form shifts and your aura grows darker and dark purple wings appear on your back that have a flying speed of 40 ft. Claws now do 3d8 slashing and 2d6 necrotic while the ax does 2d10 slashing and 2d6 bleeding damage, Dex save DC16.
 
  
 
===Hell Blaze===
 
===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 with a purple flame that stops all personal and enemy regeneration and deals 1d6 necrotic damage and remains on your weapon for 1d4 + con modifier rounds of combat. Can cast once per long rest.
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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 level 2 you are now able to engulf your weapon as well as another weapon of your choosing, provided you are within 15ft of the weapon, and it now deals 2d6 necrotic damage and on a successful attack target must make a con save to not be set on fire, DC 8 + con + proficiency. Targets on fire take 1d6 fire damage for 1d6 rounds of combat. However, only the Hell Blaze on your weapon stays for the 1d4 + con, the other weapon only lasts until the next successful attack. Can cast twice per long rest.
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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.
  
At Hell Blaze Mastery you are now able to engulf three weapons when you cast this as a bonus action, additionally, Hell Blaze on your weapons now deals 3d6 necrotic but the other two weapons still deal 2d6 necrotic damage and only last until the next successful attack. Can cast three times per long rest.
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===Demon Form===
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Starting at 11th level you tap into your Demonic powers. You gain a +2 to your strength, dexterity, and constitution modifiers but receive a -2 to your wisdom and intelligence modifiers.  
  
===Sacred Treasure Lostvayne===
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===Sea of Flames===
Sacred Treasure Lostvayne is a +3 weapon that deals 1d10 damage.
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Starting at 13th level you can create a wave of hell blaze. Any creature within 10 feet that is in front of you must make dex DC15 saving throw. A target takes 4d6 necrotic damage on a failed save or half as much on a successful one.
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.
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===Assault Mode===
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Starting at 15th level you are now able to cast Assault Mode as a bonus action once every long rest. You take 1d4 damage per round of combat. You gain a boost of +2 to your strength, dex, and con modifiers, and gain advantage on intimidation checks. When you transform, all enemies that can see you must make a DC 16 wisdom save. If they fail the save, they'll be frightened by you. You also get a flight speed of 140 feet.
  
1 hit-1d10
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===Trillion Dark===
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Starting at 15th level You can now condense your demonic energy into small spheres and launch them at a selected creature. You must roll to hit. Trillion Dark does 6d8 necrotic damage.
  
2 hits- 2d10
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===Wrathful Vengence===
 +
Starting at 17th level, your fury explodes into a burst of pure power. Each creature within a 15 ft radius centered around your character must make a dex DC17 saving throw. A target takes 12d8 damage on a failed save and half on a successful one.
  
3 hits- 3d10
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===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.
  
4 hits- 4d10
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===Full Demonic Heritage===
 
+
You have now reached the pinnacle of bringing out your Demon Ancestry. 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.
5 hits- 5d10
 
 
 
6 hits- 6d10
 
 
 
===Sacred Treasure Release===
 
With your training and demon heritage you have unlocked the true secret of Lostvayne. With your four clones you are now able to form a pentagram formation around a large or smaller enemy and perform one of the following once every long rest:
 
 
 
'''Demonic Shadow'''-You consume the clones to create a shadow clone of the enemy that fights for you. The shadow has 3/4 of the stats. Takes a full action to perform.
 
 
 
'''Demonic Overlord'''-Consume your clones to temporarily increase your Demonic Presence to strike five times, all with advantage, and also the enemy must make a constitution saving throw as they are engulfed by your demonic presence DC 18 if they succeed they make an attack on you with advantage. If they fail they are considered terrified and bow to your power. They will obey your command for 1d4 rounds of combat.
 
 
 
===Power Restore===
 
As your hunger for power grows stronger you have the drive to seek out and reclaim your power. Once you find your power you must make a Constitution saving throw DC 17, if successful you can choose to take back your power or reject it. If you choose to reclaim the power and make the save you are restored with no consequences, but if failed you must shift alignment to Lawful-Evil or Chaotic Neutral as the demon blood overwhelms you. You can now max two stats of your choosing to 25 and get an immediate bonus of +1 to the two you chose, also your lowest stats become 12.
 
 
 
'''Power Rejection'''- However, if you succeed on the con save you can decide to destroy your power. However, you can choose to reject the old wrathful power and fight the manifestation of it, CR determined by DM, you alone must fight it without using any demonic power and no one else can interfere. Your old power manifests as a copy of yourself except completely evil and has your stats. You can use any weapon or magic, but nothing demonic, however you can use full counter. If you are defeated the power rushes inside you and you get the stats above but shift to chaotic evil immediately as demonic power now centers around you leaks from your very core.
 
 
 
If successful you get an even greater boon of +2 to all stats and your max stats cap at 24, also your alignment skews lawful and you are still able to use all your demonic powers like before with all con save DC's reduced by 1.
 
  
===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===
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===Soul of Wrath===
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.
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As you embrace your wrathful anger, you may summon a personification of wrath.  
  
===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===
 
===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.  
+
'''Prerequisites'''- To qualify for multi-classing into the Wrath class, you must meet these prerequisites: STR: 16, Con: 18, 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.
+
'''Proficiencies'''. When you multi-class into the Wrath Class, you gain the following proficiencies: Str and Con saving throws, Intimidation.
  
  

Latest revision as of 16:30, 12 April 2021

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Author: JustaPC (talk)
Date Created: Feburary 15 2021
Status: Complete
Editing: Clarity edits only please
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The Sin of Wrath[edit]

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[edit]

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[edit]

As a Sin of Wrath, you gain the following class features.

Hit Points[edit]

Hit Dice: 1d10 per Sin of Wrath level
Hit Points at 1st Level: d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier

Proficiencies[edit]

Armor: None
Weapons: Simple weapons and mrtial melee weapons
Tools: None
Saving Throws: Strength and constitution
Skills: Choose three from Acrobatics, Survival, Intimidation, Perception, Athletics, Religion, Persuasion, Stealth.

Equipment[edit]

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 Regeneration
1st +2 Demon Blood, Full Counter, Demonic Regeneration 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 Hell Blaze 1d8
7th +3 Full Counter Level 2 1d10
8th +3 Ability Score Improvement 1d10
9th +4 1d10
10th +4 1d12
11th +4 Demon Form 1d12
12th +4 Ability Score Improvement 1d12
13th +5 Sea of Flames 1d12
14th +5 Full Counter Level 3 1d12
15th +5 Assault Mode, Trillion Dark 2d8
16th +5 Ability Score Improvement 2d8
17th +6 Wrathful Vengence 2d8
18th +6 Revenge counter 2d10
19th +6 Ability Score Improvement 2d10
20th +6 Full Demonic Heritage, Hell Blaze Mastery, Soul of Wrath 2d10


Double the Damage[edit]

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[edit]

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[edit]

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[edit]

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[edit]

− 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 attacks you must be armed.


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 prone for one round of combat.

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 7th level, add 1d8 damage, 2d8 at 14th level. This additional damage is not doubled.

Reckless Attack[edit]

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[edit]

Beginning at 5th level you can attack twice instead of once, whenever you take The Attack action on your turn.

Hell Blaze[edit]

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.

Demon Form[edit]

Starting at 11th level you tap into your Demonic powers. You gain a +2 to your strength, dexterity, and constitution modifiers but receive a -2 to your wisdom and intelligence modifiers.

Sea of Flames[edit]

Starting at 13th level you can create a wave of hell blaze. Any creature within 10 feet that is in front of you must make dex DC15 saving throw. A target takes 4d6 necrotic damage on a failed save or half as much on a successful one.

Assault Mode[edit]

Starting at 15th level you are now able to cast Assault Mode as a bonus action once every long rest. You take 1d4 damage per round of combat. You gain a boost of +2 to your strength, dex, and con modifiers, and gain advantage on intimidation checks. When you transform, all enemies that can see you must make a DC 16 wisdom save. If they fail the save, they'll be frightened by you. You also get a flight speed of 140 feet.

Trillion Dark[edit]

Starting at 15th level You can now condense your demonic energy into small spheres and launch them at a selected creature. You must roll to hit. Trillion Dark does 6d8 necrotic damage.

Wrathful Vengence[edit]

Starting at 17th level, your fury explodes into a burst of pure power. Each creature within a 15 ft radius centered around your character must make a dex DC17 saving throw. A target takes 12d8 damage on a failed save and half on a successful one.

Revenge Counter[edit]

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[edit]

You have now reached the pinnacle of bringing out your Demon Ancestry. 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.


Soul of Wrath[edit]

As you embrace your wrathful anger, you may summon a personification of wrath.


Multiclassing[edit]

Prerequisites- To qualify for multi-classing into the Wrath class, you must meet these prerequisites: STR: 16, Con: 18, 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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Back to Main Page5x5eClasses
AuthorJustaPC +
Canontrue +
Hit Die1d d10 +
Identifier5e Class +
Length20 +
RatingUnrated +
SaveStrength and constitution +
SkillAcrobatics +, Survival +, Intimidation +, Perception +, Athletics +, Religion +, Persuasion + and Stealth +
TitleSin of Wrath +