Dragon Sin (5e Class)

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Dragon Sin[edit]

A human stands and sadly watches as an elderly wizard casts a fireball at him. As it is about to hit, he reaches out and snuffs it out.

An aasimar shakes her head in disappointment as a group of soldiers try to raise their weapons against her, and each in turn find themselves unable.

A tiefling, black marks like spiderwebs spread across his body, charges his elven opponent with blinding speed. In one instant great dark wings are spread above him; in the next, the shadows are a set of claws, lashing out to take his enemy's throat.

(Based on the character of Meliodas, from the Seven Deadly Sins, with some added inspiration from the Samurai of Hyuga series. Credit to the creator of the Sin of Wrath (Variant) class for inspiration.)

Born of the Abyss[edit]

Somewhere between eldritch knights and conquest paladins lie the Dragon Sins. Corrupted by the powers of the Abyss, they wield great magical power, as well as martial might, and have ways of countering both. The defining feature of a Sin, however, is their link to the demons; throughout history they have been amongst the Abyss' most faithful and feared soldiers, conquering and slaughtering entire cities in service of their masters, but at other times a Dragon Sin has been the only thing standing between the demon lords and the destruction of the world. Regardless of their relationship to their Abyssal cousins, Dragon Sins are lethal all-round fighters.

Creating a Dragon Sin[edit]

How did you character gain this power? Was he possessed during his training as a paladin, the holy powers he should have possessed twisted and corrupted? Was he born under a dark star, descended from a demon, or simply exposed to Abyssal energies at a young age? Regardless of their origin, does your character embrace these powers, or does he shun them, trying to use them as little as possible.

Quick Build

You can make a Dragon Sin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Soldier background. Third, choose the greatsword if you plan on following the Commandment of Benevolence subclass, or the longsword if you plan on following the Sin of Wrath background.

Class Features

As a Dragon Sin you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragon Sin level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragon Sin level after 1st

Proficiencies

Armor: Light armour, medium armour, heavy armour
Weapons: Simple melee weapons, Martial melee weapons
Tools: Vehicles (land)
Saving Throws: Strength, Wisdom
Skills: Two from Athletics, Insight, History, Medicine, Perception, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greatsword or (b) a longsword or (c) one martial melee weapon
  • (a) one martial melee weapon or (b) two simple melee weapons
  • (a) an explorer's pack or (b) an entertainer's pack
  • If you are using starting wealth, you have If you're using starting wealth, you begin with 4d4 x 10gp in funds.

Table: The Dragon Sin

Level Proficiency
Bonus
Features
1st +2 Abyssal Endurance
2nd +2 Sensitivity, Counter Vanish
3rd +2 Subclass, Demonic Senses
4th +2 Ability Score Improvement, Taint of the Abyss
5th +3 Extra Attack, Hellblaze
6th +3 Demonic Marks, Ability Score Improvement
7th +3 Divine Thousand Cuts, Subclass feature
8th +3 Ability Score Improvement, Full Counter
9th +4
10th +4 Assault Mode
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Restored Power, Subclass feature, Ability Score Improvement
15th +5
16th +5 Ability Score Improvement, Improved Demonic Marks
17th +6
18th +6 Revenge Counter
19th +6 Ability Score Improvement
20th +6 Subclass feature

Abyssal Endurance[edit]

Since you're new, think I should fill you in on a little something: It's true demonic power has the ability to heal wounds, but unless you're immortal you retain the damage.

As an action, you can cause yourself to gain temporary hit points equal to 5+ your Dragon Sin level. You can use this feature a number of times equal to 1+ your Constitution modifier (minimum of once). Alternatively, you can expend 2 uses of this feature to reattach a severed limb. This does not provide any temporary hit points, but it does restore the limb to full functionality. This feature cannot grow new limbs, only reattach limbs that have been severed. You regain all expended uses of this feature when you complete a long rest.

Sensitivity[edit]

As an action, you open up your awareness to detect the presence of living creatures. Until the end of your next turn, you are aware of the presence of any humanoids within 60' of your current location. This doesn't reveal to you the creatures' exact location, only indicates that there is a humanoid present. Within the same area you are also aware of the presence of magical energy, such as active spells or other magical effects, including areas that have been consecrated or desecrated as with the hallow spell. This feature does not reveal the presence of any creature immune to telepathic contact, such as with the mind blank spell or a ring of mind shielding. You can use this feature a number of times equal to 1+ your Wisdom modifier (minimum of once), and regain all expended uses when you complete a short or long rest. In addition, you have advantage on Dexterity saving throws against spells and other magical effects.

Counter Vanish[edit]

You can use your reaction when targeted by a hostile spell or included in such a spell's area of effect to make a check with your Wisdom modifier, without proficiency. The DC of this check is equal to 10+ the level of the spell being countered. If you pass the check, you can negate the effect of the spell, causing the spell slot to be lost. If you fail the check, you automatically fail any saving throw against the spell's negative effects, taking full damage as well as any other effects. This is considered a 1st-level spell for the purposes of the spell counterspell.

Subclass[edit]

At 3rd level, you chose to either attempt to suppress the magical abilities of the Abyss in your blood or to embrace them. Choose between Sin of Wrath and Commandment of Benevolence, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 14th, and 20th level.

Demonic Senses[edit]

You gain darkvision with a range of 60'. If you already possess darkvision, its range increases by 30'. In addition, you can no longer be surprised while you are awake.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Taint of the Abyss[edit]

Your connection to the Abyss gives you a number of supernatural abilities.

You have advantage on saving throws against fear effects.

You gain resistance to fire and necrotic damage.

You stop ageing and cannot be magically aged.

Your movement speed increases by 10'.

Any time you are resurrected by any means other than a wish spell, make a DC 17 Wisdom saving throw. On a failure, your alignment changes to chaotic evil as your soul is dragged through the Abyss and exposed to the mad darkness within.

Extra Attack[edit]

Starting at 5th level, when you take the Attack action, you can make one additional attack as part of the same action. The total number of attacks you can make increases to 3 when you reach 11th level.

Hellblaze[edit]

As a bonus action you call the black flames of Purgatory to wreath your weapon. Until the start of your next turn your weapon attacks deal an additional 1d8 fire damage and the damage your weapon attacks cause can only be healed through a short or long rest, negating all forms of supernatural regeneration or magical healing.

Demonic Marks[edit]

At 6th level your demonic power grows. You gain access to three demonic marks, manifestations of the Abyssal taint on your soul. These marks become visible, made out in liquid shadows upon your flesh, when you activate them using a bonus action. Once activated they last for 10 minutes, or until you use a bonus action to dispel them early. You can activate your demonic marks a number of times equal to your Constitution modifier (minimum of once) and regain all expended uses when you complete a long rest. You can only have one mark active at a time, but while your mark is active you can change which one is active using a bonus action.

Demonic Claws: Your attacks, including unarmed attacks, deal an additional 1d8 damage. This damage count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Black Cocoon: Your armour class increases by 2.

Dark Wings: You gain a flying speed of 50'.

In addition, while your demonic marks are active, you can use your Abyssal Endurance feature as a reaction to taking damage. If you choose to use the feature in this way it's important to note that the temporary hit points are applied after you take the damage, not before, and therefore do not absorb any of the damage from the triggering attack.

Divine Thousand Cuts[edit]

As an action, you can make a single weapon attack against each target of your choice within 30' of you. This attack uses your Dexterity modifier and you can target each creature no more than once. The damage caused by this attack is considered magical for the purposes of overcoming resistance or immunity to nonmagical attacks and damage.

Full Counter[edit]

When you successfully negate a spell or magical effect using your Counter Vanish feature, you can choose to turn the effect of the spell back on the caster. The caster has to make whatever save is necessary against the effects of the spell, with the DC increased by an amount equal to your Wisdom modifier. If the spell would have dealt damage, that damage is doubled against the target of the counter. In addition, you can now add your proficiency bonus to the Wisdom check to use your Counter abilities.

Assault Mode[edit]

You can use an action to sacrifice your cognitive function in order to become a living avatar of destruction and death. For the next minute, you gain the following benefits:

You cannot activate any of your class features.

You cannot be charmed or frightened, and the effects of any charm or frightening effect are suppressed.

All of your demonic marks are considered active for the duration.

The effects of any levels of exhaustion you currently possess are suppressed for the duration.

Your melee attacks gain a bonus to damage equal to half your level (rounded down).

You can use one of your attacks each round to force a creature within 60' of you to make a Constitution saving throw (DC 8+ proficiency bonus+ your Constitution modifier). On a failed save the creature takes 2d8+ your Strength modifier necrotic damage.

You gain a number of temporary hit points equal to your proficiency bonus at the start of each of your turns.

As a bonus action on each of your turns, you can and must make one melee attack against a creature within reach. If there is no creature within range, Assault Mode ends early. If the only available target is an ally, you can make a DC 20 Wisdom saving throw. On a successful save, you do not attack you ally, and Assault Mode ends early.

When Assault Mode ends, you are incapacitated for 1d4 days as the rush of Abyssal corruption takes its toll on your body.

Restored Power[edit]

Your Dexterity and Constitution scores each increase by 2, as does your maximum for those scores.

Improved Demonic Marks[edit]

At 16th level, the power of your demonic marks grows.

Demonic Claws: The additional damage from this mark grows to 2d8.

Black Cocoon: Your armour class when using this mark increases by 4, instead of by 2.

Dark Wings: Your flying speed increases to 80'.

Revenge Counter[edit]

As an action, you lower your defences and prepare for your ultimate attack. For three subsequent rounds, your AC is reduced to 10, and you can use none of your class features or cast spells. In addition, you lose all of your damage resistances. On your turn on the last round this feature is active, you can nominate one creature within 30' of you. That creature must make a Dexterity saving throw (DC 8+ your proficiency bonus+ your Wisdom modifier) or take force damage equal to all of the damage you have taken for the duration of this feature. On a successful save the target takes half damage. After you make this attack you regain all you class features, spellcasting abilities, AC and damage resistances, and gain a level of exhaustion.


Sin of Wrath[edit]

Like the legendary son of the Demon King, you have chosen to reject the magical powers of the Abyss, instead unleashing your repressed power in displays of apocalyptic destruction.

Bonus proficiencies

At third level, you gain proficiency with unarmed strikes, improvised weapons, and brewer's supplies.

Fighting Style: Duelling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Unarmoured Defence When you are wearing no armour, your armour class is equal to 10 + your Dexterity modifier + your Constitution modifier.

Hell's Release

At 7th level, your demonic strength refuses to be suppressed, despite your best efforts, and you can release it in a display of brutality against your foes. This feature takes a bonus action to activate. For a number of turns equal to 1+ your Wisdom modifier (minimum of one), every time you hit with an attack, that attack is counted as a critical hit and you deal an additional 5 damage. This damage increases to 10 when you reach 15th level in this class. Once this feature's duration is up you gain a level of exhaustion. You can use this feature once and regain all expended uses when you complete a long rest. At 15th level the number of uses increases to 2, but each time you use it you gain a level of exhaustion.

Dragon's Wrath

At 14th level you can harness your wrath into a barrage of strikes. For a number of turns equal to 1+ your Constitution modifier (minimum of one), when you take the Attack action, you can make two additional attacks. Once you use this feature, you cannot use it again until you complete a short or long rest.

Physical Clone

At 20th level you can weaken your demonic power by forcing your body to split. As an action you create up to three clones of yourself in spaces you can see within 30' of you. These clones have 1 hit point and 16 AC, and you can forego one of your attacks per turn to cause one of your clones to make an attack. The clones attack using your proficiency bonus but effectively have 10 in every attribute; thus, they only deal the weapon's base damage die, with no other modifiers applied. You can also use your reaction to cause one of your clones to make one of your reactions; for example, if your clone is targeted by an offensive spell, you could use your reaction to make that clone attempt a Full Counter. Clones last for one hour, or until they take damage, at which point they fade from existence.

Commandment of Benevolence[edit]

Like a fallen angel, you embrace the demonic powers you have been granted, and your magical strength swells accordingly.

Bonus proficiencies

At third level, you gain proficiency in the Constitution saving throws and the Intimidation skill. If you already had proficiency in Intimidation, your proficiency bonus is doubled for checks you make using that skill.

Fighting Style: Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are holding with 2 hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Aura of Benevolence

At 7th level you can cast the sanctuary spell at will, without expending a spell slot. In addition, when you take damage from a creature that you can see, you can use your reaction to move up to half your movement speed towards that creature and, if you reach it, make one melee weapon attack. If this attack hits it deals an additional 1d6 damage of your weapon's type. If you are under the effects of the sanctuary spell, this attack does not cause that spell's effects to end.

Estarossa's Counter

At 14th level, you can now use your Counter Vanish and Full Counter features against physical attacks. Instead of making the Wisdom check, as a reaction to taking damage from a melee attack from a creature you can see, you negate an amount of the damage equal to 3d10+ your Dragon Sin level. If all the damage is negated, you can choose to return it to your attacker. Make a melee attack roll using your Wisdom modifier; if you hit, they take double the attack's additional damage.

Commandment of Benevolence

At 20th level you exude the magic of the Abyss in the form of a crippling curse. You are considered to be always under the effects of the sanctuary spell. When you choose to cast the sanctuary spell with the feature you gained at 7th level, for the duration whenever a creature fails the saving throw whilst attempting to target you with an attack it is stunned until the start of your next turn. When you make an attack roll or force a creature to make a saving throw causes this cast version of the spell to end immediately, whereas the passive effect you are under is simply suppressed until the start of your next turn. This feature does not work on creatures with Intelligence scores lower than 8.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragon Sin class, you must meet these prerequisites: Strength, Constitution and Wisdom 13 or higher.

Proficiencies. When you multiclass into the Dragon Sin class, you gain the following proficiencies: Intimidation and Religion


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