Sin of Wrath, Variant (5e Class)
From D&D Wiki
- 1.1 Embodiments of Wrath
- 1.2 Class Features
- 1.3 Fighting style
- 1.4 Demonic Healing
- 1.5 Unarmored Defense
- 1.6 Full Counter
- 1.7 Demonic Senses
- 1.8 Demonic Origin
- 1.9 Ability Score Increase
- 1.10 Extra Attack
- 1.11 Hell Blaze
- 1.12 Demonic Marks
- 1.13 Day of Wraith
- 1.14 Darkness
- 1.15 Berserk
- 1.16 Controlled Fire Blast
- 1.17 Sacred Treasure Lostvayne
- 1.18 Sacred Treasure Release
- 1.19 Demonic Shadow
- 1.20 Demonic Overlord
- 1.21 Demon Summoner
- 1.22 Restored Power
- 1.23 Improved Mark
- 1.24 Assault Mode
- 1.25 Rebirth Power
- 1.26 Revenge Counter
- 1.27 True Form
- 1.28 Multiclassing
Embodiments of Wrath
A seemingly human man stands atop a hill, waiting as the horde of orcs charge him. One of their Shamans launches a Fireball, but the human simply strikes it with his blade and sends it careening back. Much to the dismay of the orcs, it seems even larger than when the shaman cast it in the first place.
A Sin of Wrath is a demon who, for one reason or the other, has left the Blood War to live on the Material Plane. They wield the power of dark, Abyssal flames and have a unique ability to counter spells fired at them. Some fight against their nature, trying to maintain a calm and composed demeanor, while others give in to their rage, burning all who dare offend them.
Most have little to no memory of their time in the Blood War, gaining more and more details as they continue on. This is a defence mechanism, as even if they give in to their anger, most Sins of Wrath left due to disillusionment in the cause and just want to leave their old life behind.
- Quick Build
You can make a Sin of Wrath quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose some kind of sword.
As a Sin of Wrath you gain the following class features.
- Hit Points
Armor: light, medium, and heavy armor
Weapons: Simple and martial melee weapons
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Survival, Intimidation, Perception, Athletics, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Broadsword or (b) a Long sword or (c) one martial melee weapon
- (a) one martial melee weapon or (b) two simple weapons
- (a) dungeons pack or (b) explorers pack
- (a) Chain Shirt or (b) Scale Mail
- If you are using starting wealth, you have 5d4 x 10 in funds.
|Features||Demonic Healing||Martial Arts|
|1st||+2||Fighting style, Demonic Healing, Unarmed Strike||1d6||1d4|
|2nd||+2||Unarmored Defense, Full Counter||1d6||1d4|
|4th||+2||Ability Score Improvement, Demonic origins||1d8||1d4|
|5th||+3||Extra Attack, Hell blaze||1d8||1d4|
|7th||+3||Day of Wraith, Darkness||1d10||1d6|
|8th||+3||Ability Score Improvement, Berserk||1d10||1d6|
|9th||+4||controlled fire blast, Upgraded Full Counter||1d10||1d6|
|10th||+4||Extra Attack (2)||1d12||1d6|
|11th||+4||Upgraded Full Counter, Lostvayne||1d12||1d8|
|12th||+4||Ability Score Improvement, Demon Summoner||1d12||1d8|
|15th||+5||Upgraded Full Counter, Extra Attack (3)||2d8||1d8|
|16th||+5||Ability Score Improvement, Assault Mode||2d8||1d10|
|19th||+6||Ability Score Improvement, True Form||2d12||1d10|
|20th||+6||Max Full Counter||2d20||1d10|
At 1st level, you are trained in hand to hand combat.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons you are proficient with.
- Your unarmed attacks deal 1d4 damage, the die increases at 6th, 11th, and 16th levels.
You may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: 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.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At level 1 you get Demonic Healing. The natural healing action is a bonus action that allows a character to use their healing power a number of times per day equal to double their constitution modifier (minimum 1). 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.
Starting at 2nd level While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Strength modifier. You can use a shield and still gain this benefit.
At 2nd level you learn Full Counter as a reaction, Full Counter enables its user to reflect attacks aimed at him back at the enemy, but with more than double the power; therefore, the stronger the opponent's powers are, the stronger the user's power becomes. 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 at 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 an amount of times equal to your strength modifier
At 5th level, add 1d8 damage, 3d8 at 9th level, 4d8 at 11th level, and 5d8 at 15th level. At level 20 you can add 6d12 damage. This additional damage is not doubled.
Your Demonic power has improved your senses. Starting at 3rd level, you can no longer be surprised by any enemy and gain advantage on saving throws against fear effects.
At 4th level, your demonic heritage starts revealing itself once more.
•You gain Darkvision up to 60 ft, if your race already possess Darkvision, it's up to 120 ft
•Advantage on Poison and Disease saving throws, as well as resistance to fire and Necrotic damage.
•You stop aging and cannot be magically aged.
•Your movement speed increases by 10 feet.
•Each time you die, your soul gets pulled down to the Abyss. You must make a DC 17 Wisdom saving throw or your character alignment becomes more evil and then you come back once a month, so if you were neutral, you would become chaotic neutral, then chaotic evil upon resurrection.
Ability Score Increase
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.
Beginning at 5th level you can attack twice instead of once, whenever you take The Attack action on your turn. At 10th level you can attack three times instead of twice. At 15th level you can attack four times instead of three.
At 5th level, as a bonus action, you remember how to make Black flames erupt from your weapon dealing a extra 2d8 fire damage. This only lasts for 1 minute. If an immortal is harmed by these flames, they will be rendered mortal and can be killed for the remainder of the flames duration. Creatures with fire immunity now have fire resistance and creatures with fire resistance now take full fire damage.
At 6th level your Demonic Mark manifests itself. This is a manifestation of your true form. Activating one of your Demonic Marks is a bonus action.
Black Claws You have a set of claws that deal 2d10+STR slashing damage (This ability can be used with Hell Blaze)
Black Cocoon You wrap yourself in your dark flames, granting you a +2 to your AC. While using this Demonic Mark, your movement speed is reduced by 10 feet, as the cocoon hampers your mobility.
Black Punch You can use this move to deal 2d12 bludgeoning damage and force your target to make a DC 15 Strength save or be pushed back 15 feet and fall prone on a failure, or on a success takes half damage and doesn't fall prone. You can only use this a number of times equal to your proficiency bonus per long rest.
Dark Wings You have wings that grant you a flying speed of 50 feet.
Day of Wraith
Starting at 7th level, you are now able fire from the palm of your hands with your demonic energy. you gain the ability to cast Lightning Bolt once per long rest.
At 7th level, you can cast the Darkness spell a number of times equal to your Constitution modifier. You can see in this darkness and have advantage on attack rolls for the duration.
At 8th level, you can go berserk, black flames emitting from your body. For the next minute, you gain 30 temporary hit points and gain a bonus to attack and damage rolls equal to your proficiency bonus. This can only be done once per long rest.
Controlled Fire Blast
At 9th level, when you activate Hell Blaze you can instead create a fire blast, you can send the fire blast at a target within 120 feet. The target must make a Dexterity saving throw (DC= 8 + Proficiency Bonus + Strength modifier) or take 8d10+Strength modifier fire damage and be set on fire for one minute. Targets on fire take 1d4 fire damage at the start of their turn. At the end of their turn, they may make a DC 15 Medicine check to put out the flames and end the effect early. Creatures with fire immunity now have fire resistance and creatures with fire resistance now take full fire damage.
Sacred Treasure Lostvayne
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 five clones of yourself. The clones stats will equal your Strength, Dex, Con divided by the amount of clones made, (minimum of 1). 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 five clones and make six attacks 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 preformed with Lostvayne once every long rest.
1 hit-1d10 2 hits- 2d10 3 hits- 3d10 4 hits- 4d10 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 five 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:
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.
Consume your clones to temporarily increase your Demonic Presence to strike six times, all with advantage and also the enemy must make a consitution 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 days
At level 12 you learn how to summon demons to help you in battle. You can cast Summon Greater Demon as a 6th level spell once per day. It follows all the same rules as the spell, except that you can't lose control of it and that it only lasts for 10 minutes.
At 13th level, Your full power has been restored. Your Strength, Constitution and Dexterity ability max becomes 25.
At level 14 you get Improved Marks.
Black Claws You have a set of claws that deal 4d8+Strength slashing damage
Dark Wings You have wings that grant you a flying speed of 100 feet.
Black Cocoon You wrap yourself in your dark flames, granting you a +4 to your AC. While using this Demonic Mark, you move at half your movement speed, as the cocoon hampers your mobility.
At level 16 you gain the power to tap into your inner darkness, you can go assault mode for 1 minute letting your darkness form around you also while your in this mode you gain the following. You gain immunity to necrotic but become vulnerable to radiant damage You gain a +2 to ac while in this form. You also deal a extra 2d12 necrotic damage. You gain Resistance to none magically piercing and slashing damage. If you are using a weapon, its colour becomes dark red instead of its normal tint giving it a +2 to hit you gain a +2 in Dex., Con., Str.
At level 17 When your character dies, you have to make a DC 20 wisdom saving throw or your alignment becomes Chaotic Evil, as the taint of the Abyss corrupts your soul once again. In addition, you can resurrect yourself as if the spell True Resurrection had been cast upon you. This can only be done once per day. If you die in between this period, you die unless brought back by a True Resurrection or Wish spell.
At 18th level you know your ultimate attack; very devastating but at the cost of your own life. You can use you action to no longer use any of your features, not even your feats. Your AC becomes 4 for 4 turns. When you are hit with an attack you take the damage and store it. On your 4th turn, you can choose to send all of the damage you had taken back at the opponent, multiplying it by 3.
At level 19 You learn how to enter your True Form once a day, which last for 2 minutes. You are 10 ft tall and considered a large creature, you have black horns on your forehead, and your eyes glow red. You get +4 to Strength and con also a +3 to Dexterity. While in this form, all creatures within 600 ft of you must make a DC 22 Wisdom save or become frightened of you until they are 1,500 ft away from you, all creatures within 30 feet of you are paralyzed. You also have advantage on all attack roles, and saving throws, and all creatures have disadvantage on attack roles against you. You also max all damage dice and double the damage. The damage is also magical for overcoming resistances. You also permanently have all of your demonic marks active for the duration without having to use a bonus action, your claws do 4d12 damage, and your push attack's DC is 20 and deals 2d12 damage and now knocks back creatures 50 ft, your black cocoon no longer halves your speed and it is +6 to your AC. This form takes a huge toll on your body and once the 2 minutes are over make a DC 25 con saving throw, if you fail you are incapacitated for 1d4+4 days. It doesn't matter if you succeed or fail you suffer a 3rd level of exhaustion.
Prerequisites. To qualify for multiclassing into the Sin of Wrath class, you must meet these prerequisites: Strength 13
Proficiencies. When you multiclass into the Son of Wrath class, you gain the following proficiencies: Martial Weapons