Sin of Wrath (5e Class)
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- 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 Demon Form
- 3.13 Sea of Flames
- 3.14 Assault Mode
- 3.15 Trillion Dark
- 3.16 Wrathful Vengence
- 3.17 Revenge Counter
- 3.18 Full Demonic Heritage
- 3.19 Soul of Wrath
- 3.20 Multiclassing
- 3.21 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
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.
As a Sin of Wrath, you gain the following class features.
Hit Dice: 1d10 per Sin of Wrath level
Hit Points at 1st Level: d10 + your Constitution modifier
Hit Points at Higher Levels: 1dd10 + your Constitution modifier
Weapons: Simple weapons and mrtial melee weapons
Saving Throws: Strength and constitution
Skills: Choose three from Acrobatics, Survival, Intimidation, Perception, Athletics, Religion, Persuasion, Stealth.
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
|1st||+2||Demon Blood, Full Counter, Demonic Regeneration||1d6|
|2nd||+2||Double the Damage, Unarmored Defense||1d6|
|4th||+2||Ability Score Improvement||1d8|
|7th||+3||Full Counter Level 2||1d10|
|8th||+3||Ability Score Improvement||1d10|
|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|
|19th||+6||Ability Score Improvement||2d10|
|20th||+6||Full Demonic Heritage, Hell Blaze Mastery, Soul of Wrath||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.
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- 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.
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.
− 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.
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.
Beginning at 5th level you can attack twice instead of once, whenever you take The Attack action on your turn.
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.
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
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.
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.
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.
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.
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. 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
As you embrace your wrathful anger, you may summon a personification of wrath.
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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