User talk:Lunk122

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one piece[edit]

Rubber Pirate[edit]

a Rubber Pirate[edit]

The fruit's major strength, as demonstrated by Luffy, is that the person's body can stretch like rubber even when the ability user himself is nullifie. It also makes them almost entirely resist to blunt attacks, including hand-to-hand combat hammers bats. you are immune to bullets or even cannonballs, an ability which can be further reinforced with the application of Busoshoku Haki. Thanks to Luffy's own creativity both in and out of combat, this fruit has consistently proven itself to be among the most formidable, versatile, and unpredictable within the Paramecia class. The user's rubber-like body also allows the user to survive falls from heights and collisions that would kill a normal person.

The user's ability to stretch and twist like rubber to extreme lengths not only makes him immune to injuries that originate from such, but it also allows him to even rebound, that can give him a great advantage in or out of battle. Stretching also allows the user to drastically increase the range of what would otherwise be

considered a powerful close-range attack, turning it into a devastating mid-range or long-range attack. A stretched limb can also be used to store potential energy like a stretched spring, increasing the velocity by stretching his arm back resulting in increased power. Combined with Haki, his power is increased even more. Owing to rubber-like natural insulating properties, the user is also immune to electrical attacks. Luffy's body is similar to a rubber band. maximum stretching distance is 60feet. Going beyond this elasticity can cause the user to bleed and be at risk of ripping.[12] The fruit enables all parts of the consumer's body to behave like rubber, including organs. As such, Luffy has a bigger appetite than the average human, eating more than anyone else in his crew and always digesting it before anyone else is hungry again. His elastic properties also grant him some resistance towards underwater pressure, allowing him to fight while surrounded by an underwater environment.

Weaknesses Despite all the great advantages Luffy gets by using his fruit, he can still be hurt by cutting or stabbing attacks, as well as non-physical attacks such as fire or ice. One major risk of Luffy's powers is that he is vulnerable to attacks in the moments when his limbs are stretched to their limit. he cant swim too


Creating a Rubber Pirate[edit]

Quick Build

You can make a Rubber Pirate quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity.

Class Features

As a Rubber Pirates you gain the following class features.

Hit Points

Hit Dice: 1d8 per Rubber Pirates level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rubber Pirates level after 1st

Proficiencies

Armor: none
Weapons: none
Tools: none
Saving Throws:
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Perception, Nature, and Survival

Equipment

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

  • (a) Pirate Cloth or (b) Common Cloth
  • (a) any two simple weapons or (b) {{{item2b}}}
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Rubber Pirates

Level Proficiency
Bonus
Punch kick Features
1st +2 1d4 1d6 Unarmored Defence, Gomu Gomu no Pistol
2nd +2 1d4 1d6
3rd +2 1d6 1d8 Gomu Gomu no Gatling,Gomu Gomu no Bazooka,Multiattacker
4th +2 1d8 1d8 Ability Score Improvement, Ability Score Increase, Gear SecondHaki
5th +3 1d8 1d8 Extra Attack, Gomu Gomu no Rifle
6th +3 1d8 2d6 Gomu Gomu no Fusen
7th +3 1d10 2d6 Haoshoku Haki
8th +3 1d10 2d8 Ability Score Improvement, Ability Score Increase, Gear Third
9th +4 1d12 2d8
10th +4 1d12 2d10 Multiattacker
11th +4 1d10+1d4 3d8
12th +4 1d10+1d4 3d8 Ability Score Improvement, Haki
13th +5 2d8 3d8 Gomu gomu no Stamp Gatling
14th +5 2d8 3d8 Gear 4rd (snake man),Multiattacker
15th +5 2d10 3d10 Haki
16th +5 2d10 4d8 Ability Score Improvement, Ability Score Increase
17th +6 2d8+1d6 4d8 Gomu gomu no Sanbyaku Pound Cannon
18th +6 2d8+1d6 4d8 Extra Attack, Santoryu Gomu Gomu no Diable Mouton Jet Roppyaku Pound Cannon
19th +6 3d8 4d10 Ability Score Improvement, Ability Score Increase
20th +6 3d8 4d10 Haki, Gear 4rd (Bound Man)

punch and kick[edit]

you can stretch 15 feet to attack

Strong Melee[edit]

Your unarmed attacked are equal to your punch damage plus your Strength modifier.

Unarmored Defense[edit]

At 1st level while not wearing armor or holding a shield your AC equals 10 + Strength Modifier + Dexterity Modifier.

Gomu Gomu no Pistol[edit]

Get at level 1. This is Luffy's signature attack; he stretches his arm back then throws a devastating punch to enemy within 15ft, knocking them back 5ft.(punch damage + Strength Modifier + 1d8) 5 uses before a short rest is needed (increases to 9 at level 7).

Gomu Gomu no Bazzoka[edit]

Get at level 2. Luffy stretches both his arms far back for 5ft. and then hurls them forward for 15ft. striking his opponent with both instantaneously with a double open palm strike with both hands for(double punch damage+Strength Modifer + 1d10), knocks back 10ft. 4 uses before long rest is needed (increases to 8 and a short rest at level 10.

Gomu Gomu no Gatling[edit]

Get at level 3. Luffy uses his stretching ability to bring his fists forward repeatedly in a blurry, rapid barrage of strong punches that creates the illusion of him having multiple arms for(Punch damage+Strength Modifer x 5 times, must roll to hit each time) 4 use before short rest is needed (increases to 6 uses and 7 hits at level 13.

Gear Second[edit]

Get at level 4. This technique involves Luffy speeding up the blood flow in all or selected body parts, in order to provide them with more oxygen and nutrients. This makes him much faster and more powerful. You gain +2 on attack rolls and 1d8 damage add to all your attacks. Your speed increases 40ft. You have 3 use of this before a long rest and it lasts 4 rounds than you can stay in it but after 6 rounds than you cant move for 5 rounds. At level 13 You can use this 2 times and it lasts 6 rounds

moves:

Gomu Gomu no Jet Pistol:

Luffy delivers a Gomu Gomu no Pistol so fast that the fist's movement is invisible, and it truly seems like he shoots his opponent. max distance is 30 feet when the opponent is long rang roll with disadvantage,when the opponent is mid rang roll like normal and when the opponent advantage. You do 2d8 +3 and your strength mod.
  
Gomu Gomu no speer:
Luffy jumps up and delivers a stomp doing 2d4 +3 and your strength mod.


Gomu Gomu no Jet Bazooka: Luffy charges at his opponent at high speed, and delivers an incredibly fast and strong. Doing 2d4 +2 and your strength mod.

Gomu Gomu no Rifle[edit]

Get at level 5. Luffy twists his arm around as he stretches it behind him for 5ft. and hits the opponent at 5ft for(punch damage x2 +Strength Modifer + 1d10) 2 uses with a 1 turn cooldown, long rest.

Gomu Gomu no Fusen[edit]

Learn at level 6. A technique where you inflate yourelf rapidly through your mouth, further increasing your resistance to damage. As a reaction, you can increase your AC by 3 for 1 attack. 3 uses, short rest.

Haki[edit]

Choose one of the following ability at level 4, 8 and 14. haki take a bonus action to activate ( unless stated otherwise )

Haoshoku Haki 30 foot radius Enemies must make a wisdom saving throw 8+Prof+Strength or pass out from sheer willpower (at the end of each turn they make a DC10 saving throw to wake up) you can use this ability once per short rest

Busoshoku Haki Armor class and damage increases by +2 and you ignore all resistances and immunities of your attacks for 3 rounds you can use this ability a number of times equal to your strength mod

Kenbunshoku Haki Your enemy has disadvantage on all attacks against you and gain advantage on all dexterity saving throws for 3 turns you can use this once every short rest

At level 15, you may gain profitionse in one type of the halo you already know. Upgraded haki abilities are stated below.

Haoshoku haki: You have 2 choices when upgrading Haoshoku haki. Whichever choice, your regular Haoshoku haki's range is extended to 60ft.

Foresight Haoshoku: Once a long rest, you may take no damage until the start of your next turn. (You can still use regular Haoshoku halo as well as this)

Strength Assessing Haoshoku: Twice a long rest, you can find out the health, stats and abilities of a living creature within your Haoshoku haki range.

Busoshoku: Again, you have 2 choices with Busoshoku haki.

Increased Defensive Haki: Armor class and attack damage are increased by 3. You can ignore all resistances and immunities of your attacks for 5 rounds. You can use this a number of times equal to your strength mod plus 2 before a long rest

Gear 3rd[edit]

you get at level 8 Luffy corks his mouth with his thumb, bites into his thumb joint and blows very hard into it, which inflates his arm. He is then able to transfer the air through his entire body. You gain +4 on attack rolls and 1d12 damage add to all your attacks. Your speed is 15ft. It takes 1 turn to inflate and turn to release the air. When you release the air you size become like a child for the some amount of turns you are inflated. Max turns is 5


Ability Score Improvement[edit]

Six Abilities provide a quick description of every creature’s physical and mental characteristics at level 8,12,16,19


Extra Attack[edit]

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

The number of attacks increases to four when you reach 20th level in this class.

Extra Attack At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn. at level 4, 6, 12:

Ability Score Increase[edit]

Six Abilities provide a quick description of every creature’s physical and mental characteristics: at level 8,12,16,19:

Gear 4rd (snake man)[edit]

Snakeman

you get at level 14

Unlike his other two Gear Fourth forms, Luffy does not significantly expand, with his forearms, legs, and upper torso being only slightly enlarged and the rest of his body retaining its normal proportions. The spread of Haki is slightly more limited, as it does not appear to extend onto Luffy's shoulders and upper body. However, Luffy's hair becomes flame-shaped like his Haki and sticks up. Instead of steam, this form produces a gaseous substance appearing as a mix of steam and fire and like its other counterparts also seems to be draped over his shoulders like a scarf while in this form. His fists also flex differently, with the first knuckles being extended, similar to leopard fist In this form, Luffy gains a significant increase in speed and ability to use "Python" to make his punches into semi-homing attacks. You are in this form for 4 turns at level 17 you can be in this form for 6 turns. After you turn back you can't move for 3 turns.

moves: Gomu Gomu no Great Serpent Cannon

Luffy compresses his fist and releases it, using Python to change the direction of his punch according to the actions of his opponent. His arm speeds up the more it stretches. He can hit anyone within 35 feet to him. doing 1d12 +3 and your strength mod.



Gomu Gomu no Nest of Black Snakes

Luffy arches backwards and compresses both arms before unleashing a rapid-fire strike hitting 7 times you have to roll to hit 3 times, moving his arms up and down to give the impression of multiple arms. Doing 3d6 +3 and your strength mod.


Gomu Gomu no Kingu Kobura

Luffy compresses his arm, and as he releases it, instead of directly targeting his opponent, he first has his arm loop around himself once before sending his enlarged fist flying at his opponent. Doing 4d4 +3 and your strength mod.


= Gear 4rd (Bound Man)[edit]

Boundman Luffy's proportions become warped and his body becomes much larger in size, with his arms, upper torso, and legs coated in Busoshoku Haki. As a side-effect, he is incapable of standing still on the ground, and instead constantly bounds on the spot. Aii your attacks do a +12 . You are in this form for 10 turns. After you turn back you can't move for 3 turns.


= Multiattacker[edit]

You can make two punch attacks then a kick attack at level 4. At level 10 you can make to punch a attacks to kick a attacks. At level 14 you can make three punch attacks and three kick attacks.

---- {{5e Classes Breadcrumb}} {{Copyright Disclaimer|owner=Shueisha|franchise=One Piece}} [[Category:5e]] [[Category:User]] [[Category:Class]]

7 deady sin/ sin of wrath[edit]

{{stub|Incomplete - lacking flavor}} <!-- Remove when completed -->

The Sin of Wrath[edit]

This class is based off of 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.

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

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

Hit Points

Hit Dice: 1d12 per Sin of Wrath level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Sin of Wrath level after 1st

Proficiencies

Armor: Shield and heavy armor
Weapons: Simple and martial melee weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose three from Acrobatics, Survival, Intimidation, Perception, Athletics, Religion, persuasion, and stealth.

Equipment

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
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Sin of Wrath

Level Proficiency
Bonus
Features Demonic Regen
1st +2 Demon Blood, Fighting Style, Demonic Regen 1d6
2nd +2 Full Counter, Unarmored Defense 1d6
3rd +2 1d6
4th +2 Ability Score Improvement, Sacred Treasure Lostvayne,Hell Blaze 1d6
5th +3 Extra Attack, Reckless Attack ,Demonic Rage 2d6
6th +3 2d6
7th +3 2d6
8th +3 Ability Score Improvement, Assault Mode 2d6
9th +4 2d6
10th +4 Full Counter Level 2, Extra Attack(2) 2d6
11th +4 2d8
12th +4 Ability Score Improvement 2d8
13th +5 Hell Blaze Level 2 2d8
14th +5 3d8
15th +5 Extra Attack (3) 3d8
16th +5 Ability Score Improvement 3d8
17th +6 Sacred Treasure Release, Full Counter Level 3 3d8
18th +6 Revenge counter, Power Restore 3d10
19th +6 Ability Score Improvement 3d10
20th +6 Full Commandment, Full Demonic power, Hell Blaze Mastery, Extra Attack(4) 3d10

Fighting Style[edit]

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.

Light Weapon Handling- While wielding a one handed weapon, you get +2 to hit, does not work with Duel Wielding.

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.

Background[edit]

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 gain resistance to necrotic and fire damage but attacks with radiant damage or posses holy properties have advantage to hit you.

• 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.

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 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 non magical 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[edit]

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.

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 second 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.

To reflect a magical attack it must be visible. You can not reflect attacks that incur effects or change the environment. Reflected spells incur the same effects as if they were casted on the intended target to the caster themselves.

Physical attacks may be reflected in any way including projectiles 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.

Full counter will return the decided damage and adds an extra 2d4.

At Full Counter level 2 will return the decided damage and adds an extra 3d4.

At Full Counter level 3 will return the decided damage and adds an extra 4d4.

This can be Can used three times per long rest. When you roll for full counter you still have to succeed the targets ac to hit. Resistances or immunities are still accounted for.

Reckless Attack[edit]

Starting at 4th 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.

At level 10 gain another extra attack, At level 15 gain another extra attack, At level 20 gain another extra attack

Demonic Rage[edit]

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. 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 save 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[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 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.

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.

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 deal 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.

Sacred Treasure Lostvayne[edit]

Sacred Treasure Lostvayne is a +3 weapon which deals 1d10 damage. 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 amount 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 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[edit]

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 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 rounds of combat.

Power Restore[edit]

As you 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[edit]

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.

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 equals 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 success 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. 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 2d8 necrotic damage. You have achieved your dream, but there is one more challenge.

Full Commandment Power[edit]

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[edit]

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.

Proficiencies. When you multi class into the Wrath Class, you gain the following proficiencies: Str and Con saving throws, Intimidation. {{Copyright Disclaimer|franchise=The Seven Deadly Sins|owner=Nakaba Suzuki}} ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]]

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