Sin of Wrath (5e Class)
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You are the leader of the Seven Deadly Sins, The Dragon Sin of Wrath. You are the eldest son of the Demon King.
As a wrathful you gain the following class features.
- Hit Points
Armor: Light and medium
Saving Throws: Your saving throws are Strength and Dexterity
Skills: You are proficient in Acrobatics and Survival
You start with the following equipment, in addition to the equipment granted by your background:
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
At 1st level, you can turn your pain and suffering into anger, unleashing retribution onto your opponents. You gain the ability to build up fury.
Whenever you take damage, record the damage taken. For each 10 points of damage you take, you gain 1 fury point. You can have a maximum of fury stored equal to your proficiency bonus (starting with a maximum of 2).
If you haven't attacked or taken damage since your last turn, you lose 1 fury. Your fury is also lost when you spend it on fury features. You start by knowing three such features: Toughened Hide, Savage Strike and Devastation.
Whenever you spend fury on any of your Fury features, you cause additional damage on your next attack made until the end of your turn equal to a roll of your fury die.
You also have a fury die, which is a d4. Whenever an ability require you to roll a fury die, you roll this die. Its size increases as you gain levels in this class, as shown on the Fury die column on the XXX table.
- Toughened Hide
When you take damage, you can spend any amount of fury, without spending any action, to reduce the damage taken by an amount equal to 1 fury die per fury point spent.
Damage reduced by this feature is recorded as damage taken for the purposes of gaining fury points.
- Savage Strike
Once per turn when you deal damage to a creature with a melee weapon attack using your Strength for attack and damage, you can spend fury to cause additional damage equal to 1 fury die per point spent.
When you make a contested Strength check or a melee weapon attack using Strength, you can spend 1 fury to add your fury die to the result of the attack or check.
You 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.
While you are wearing armor, you gain a +1 bonus to AC.
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 reroll 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.
Starting at 2nd level, you can use your brutality to strike with extreme might. Once in each of your turns, when you hit a creature with an attack using Strength, you deal additional damage equal to a roll of your fury die.
You can also use your fury die to perform your brutality features. When you do so, the fury die reduces in one size category (from a d6 to a d4 for example). If your brutality die is a d4 when you use a brutality feature, you can't use your brutality again until you finish a long rest.
Some of your brutality features require a saving throw to resist its effects. The save DC equals 8 + your proficiency bonus + your Strength modifier.
Also at 2nd level, you can use your bonus action to roll a brutality die. Doing so reduces the size of the die in one category and causes you to gain a number of Fury points equal to the number rolled.
Fury gained in this manner can exceed your fury maximum, but must be spent until the end of this turn or else any exceeding fury is lost.
At 2nd level, during a short rest, you can cause your brutality die to grow back to its original size.
Once you use your Brutality Replenishment once, you can't use it again until you finish a long rest.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, you can use your action and spend any amount of hit dice to regain hit points equal to the number rolled on the dice.
At 14th level, when you reduce a creature to 0 hit points while you have no brutality, you can choose to cause your die to be recovered to a d6.
Once you use this ability, you can't use it again until you finish a short or a long rest.
When you reach the 18th level, you gain the following benefits:
- When you are reduced to an amount of hit points equal to half your maximum or lower, you can choose to gain a number of fury points up to your maximum. You can't use this ability again until you finish a long rest.
- When you reduce a hostile creature to 0 hit points, you can choose to gain a number of fury points up to your maximum. You can't use this ability again until you finish a long rest.
- Your hit point current and maximum increases by 10.
- Whenever you are within 5 feet of a hostile creature, you can use your bonus action to give yourself advantage on a Strength based melee weapon attack against that creature.
At 20th level, whenever you roll initiative, your Fury returns to its full size.
In addition, whenever you roll initiative, you gain 6 fury points.
Path of the Furious Warrior
- Furious Technique
When you choose this path at 3rd level you can use a bonus action and expend 1 fury point to gain a bonus equal to a roll of your fury die to your AC, attack rolls, or saving throws until the start of your next turn.
- Unstoppable Fury
Also at 3rd level, whenever you are targeted by an effect that would cause you to be charmed, frightened, stunned, poisoned, paralyzed, grappled or restrained, you have advantage on the saving throw if you have at least 1 fury point.
- Enraged Stance
At 7th level, whenever you take the Attack action, you can forgo one of your attacks to enter a enraged stance, that lasts while you have at least 1 fury point or until you are hit by an attack. The next time you are hit by an attack, the damage of that attack is reduced by your fury die.
If you are hit by a melee attack from an attacker within 5 feet, the attacker also take damage equal to the amount of damage reduced.
- Furious Champion
At 11th level, whenever you roll your fury die for your Furious Technique, you roll a d8 if your fury die is reduced to a d6 or lower. If you have no use of your fury die, you can roll a d6 for the Furious Technique feature.
In addition, if you have used Furious Technique on this turn, you can also use Devastation without spending additional fury.
- Warrior's Trance
At 15th level, you can use your action and spend 3 fury points to enter in a battle trance. For the duration of the trance, you can attack any creature that makes an attack against you while within your reach.
The trance lasts until you are reduced to 0 hit points or until you have no fury remaining.
Path of Sacrifice
- Sacrificing Dash
When you choose this path at 3rd level, you gain the ability to throw yourself in front of your allies, protecting them from harm. Whenever a creature within half your movement speed takes damage from an attack, you can use your reaction to move towards an unoccupied space within 5 feet of that target, take damage in its place.
- Fast Regeneration
Also at 3rd level, you can use your Action to quickly recover from harm. You can spend any amount of fury points to regain a number of hit points equal to one Fury Die roll per point spent.
In addition, whenever you use your Toughened Hide feature, you regain a number of hit points equal to the amount of damage you reduced, without spending extra fury.
You can also forgo the extra damage you gain whenever you spend fury points to increase the amount of hit points of hit point you regain with this feature by the same amount.
- Deathless Fury
At 11th level, whenever you use your Toughened Hide or Fast Regeneration feature when your fury die is reduced to a size equal to a d6 or lower, you can roll a d8 instead.
In addition, you can use your Toughened Hide or Regeneration even when your fury die is depleted, rolling a d6.
- Immortal Rage
When you reach the 15th level, when you are reduced to 0 hit points, you can use your reaction and spend 1 fury point to be reduced to a number of hit points equal to the number rolled on your fury die.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and regain your uses of it after finishing a long rest.
Path of the Ravager
- Savage Cleave
At 3rd level, when you use your Savage Strike feature, you can cleave trough other creatures nearby. Choose one creature within 5 feet of your target and within your reach. That creature takes damage equal to the number rolled on the Savage Strike additional damage. The damage type is the same of the weapon used.
At 7th level, you can choose one additional target, for a total of two. At 11th level you choose one additional one, for a total of three, and finally four targets at 15th level.
- Bestial Agility
Starting at 3rd level, while you have Fury points equal to half your proficiency bonus (rounded up) or higher, you add your fury die to your Initiative rolls and Dexterity saving throws.
In addition, while in this state, at the start of each turn roll your fury die. You can use your bonus action to move at a speed equal to 5 feet x the number rolled on the die until the end of that turn.
- Brutal Savagery
At 11th level, whenever you use your Savage Strike when your fury die is reduced to a size equal to a d6 or lower, you can roll a d8 instead.
In addition, you can use your Savage Strike even when your fury die is depleted, rolling a d6.
- Primal Rage
At 15th level, when you are reduced to half your maximum amount of hit points, the cost of your Savage Strikes is reduced in 1 fury point point (to a minimum of 1).
- Berserk's Frenzy
prerequisite: 13th level
You can reduce your fury die in one size to enter in a frenzied state as a bonus action. While frenzied, you gain the following benefits:
- You can give yourself advantage in all Strength based melee weapon attacks made on your turn. If you do so, all attacks made against you are made with advantage.
- You add 1d6 to the damage of all your melee weapon attacks using Strength.
- You have resistance to all damage types (except psychic).
- You can choose to enter in a Exhaustive Frenzy as a bonus action on your turn which allow you to make one additional melee weapon attack on your turn, using a bonus action. If you do so, you suffer one level of exhaustion at the end of the frenzy.
This frenzy lasts for 1 minute, but you can end earlier using a bonus action on your turn. The frenzy also ends earlier if you haven't attacked no creature or taken damage since your last turn, fall unconscious or are reduced to 0 hit points.
While frenzied you can't cast spells nor concentrate on spells.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: