Talk:Sin of Wrath, 4th Variant (5e Class)
The Sin of Wrath
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.
demon clan
According to the Lady of the Lake, the Demon Clan and their realm were created by the Demon King, after he was created by Chaos, alongside the Supreme Deity and the Sacred Tree.[1]
3,000 years ago, the Demon Clan constantly clashed with the Goddess Clan due to the bitter rivalry between their two rulers. Their elite group of warriors are the Ten Commandments, who were handpicked by the Demon King due to their power. Many demons consider themselves above those of other races for their great power, especially humans. However, the two legendary clans were largely evenly matched and thus a tentative balance was created. At some point in time, the Goddess Clan broke a treaty with them, and even slaughtered many women and children they were holding as prisoners of war.
At some point, the Vampires became allies yet subservients to the Demon Clan. When the leader of the Commandments, Meliodas, betrayed his own people for his alliance and relationship with the powerful goddess, Elizabeth, and severely crippled their strength by killing two members of the Ten Commandments when escaping, it indirectly caused two events: The Goddesses seized the opportunity to destroy the Demons once and for all, who waged a great war against the Goddess Clan after they allied with the Giant Clan, Fairy Clan and eventually the humans. The Vampire Clan decided to rebel during this time as the Demon Clan got weaker, but still got single-handedly defeated and sealed away.
As a result, the Demon Clan was ultimately defeated by the Goddess Clan and their allied clans, being sealed away in the Coffin of Eternal Darkness for many years. In spite of their fate though, a few demons managed to escape from or avoid the seal completely, namely a single Red Demon, a single Gray Demon, and Fraudrin of the Ten Commandments. The latter would spend sixteen years trying to find a way to break the seal and to resurrect his clan, so they could take over the land of Britannia.
The Demon Clan conquering Britannia The Demon Clan conquering Britannia.
The other nine members of the Commandments were eventually resurrected when Hendrickson manages to break the seal in present day. Their biggest threat on their way to conquer the continent once more was in fact one of their own kind; Meliodas, their former leader and the oldest son/heir of the Demon King, who was still alive thanks to the Supreme Deity's curse of eternal life.
After organizing a fighting festival to lure Meliodas into a trap, they managed to kill him and begin the conquest of Britannia in the following month, taking the souls of every human they come across in order to regain their strength. However, when the Ten Commandments tries to conquer the kingdom of Liones, they are eventually stopped by the group formed with the goal of destroying them, the Seven Deadly Sins, as well as Meliodas who was resurrected due to his curse.
The remaining members of the Ten Commandments, Zeldris and Estarossa, took refuge in their established base in the kingdom of Camelot, where they sacrificed human souls in order to completely break the seal and liberate the entire Demon Clan. Eventually, the fearsome Cusack and Chandler joins them, as did Meliodas, who had decided to become the new Demon King to break the curse on him and Elizabeth after making a deal with his brothers.
When the Four Archangels of the Goddess Clan "revive" to join Elizabeth, the Seven Deadly Sins and the humans against them, the Demon Clan faces a new Holy War.
While the lower limbs of the Demon Clan fight on the battlefield, Zeldris, Estarossa, Cusack and Chandler face the united forces of the Seven Deadly Sins and the Four Archangels. Estarossa is then revealed as the fourth member of the Archangels, Mael, whose identity had been altered 3,000 years ago by the demon Gowther. After removing Mael from the madness caused by the Commandments he had absorbed, he joins the fight against Zeldris and the unified Original Demon. Although both are defeated, Meliodas, who had managed to absorb the ten Commandments, is converted into the vessel of the Demon King.
Finally, with the defeat of the Demon King, the remaining members of the Demon Clan withdraw from Britannia, thus concluding the Holy War. However, the Demon King manages to revive once again by taking Zeldris as his new vessel and plans to conquer Britannia himself as its new god. To save his brother, Meliodas journeys with Elizabeth to Lake Salisbury to stop his father and nearly loses Zeldris forever until the rest of the Sins appear and help Meliodas to convince Zeldris to fight against his father, alongside Gelda who appears to help free her lover from the Demon King's grasp and force him out of Zeldris' body.
In a last-ditch effort to destroy his traitorous sons, the Sins, Elizabeth, and Gelda, the Demon King uses the Commandments to possess the ground of Britannia itself but the Sins combine their energy together to destroy his subsitute vessel and Meliodas destroys the Commandments forever by sacrificing his godly power to ensure his father can never return again, thus ending the fight once and for all.
AppearanceEdit Many of the Demon Clan have monstrous appearances. There are several known types, each with its own appearance, identified by colors, such as Red Demons or Gray Demons.
However, some demons do not fall into these categories, namely the Ten Commandments and Meliodas. Human-like demons can be distinguished by their pitch black eyes and black markings on their skin.
PhysiologyEdit Unlike humans, Demons have more than one heart. The number of hearts varies, although upper-level demons have seven hearts. The removal or destruction of a single heart does not incur death, although it is painful. Destroying all their hearts, regardless of their strength, will kill them.[2]
Some demons have black markings on their face, which vary from demon to demon. Because of its many uses, many demons find it convenient to keep their bodies or weapons cloaked in darkness constantly to various degrees, Demons that do such include members of the Ten Commandments Grayroad, Melascula, Derieri and Monspeet, as well as the highest-ranking demon Cusack.
Drinking the blood of a demon may give non-demons enhanced strength and magical power, if they are compatible. If they are not, they will explode. Demonic blood may naturally or forcibly turn the drinker into a demon themselves, a process that can be reversed either by removing their demonic plant or through the power of the goddesse
Creating a Wrath
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.
Level | Proficiency Bonus | Features | Demonic Regen |
---|---|---|---|
1st | +2 | Demon Blood, Fighting Style, Demonic Regen | 1d6 |
2nd | +2 | Full Counter, Unarmored Defense | 1d6 |
3rd | +2 | Demonic Rage | 1d6 |
4th | +2 | Ability Score Improvement, Sacred Treasure Lostvayne,Hell Blaze | 1d6 |
5th | +3 | Extra Attack, Reckless Attack ,Assault Mode | 2d6 |
6th | +3 | — | 2d6 |
7th | +3 | — | 2d6 |
8th | +3 | Ability Score Improvement | 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
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
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
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
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
− 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
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
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
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
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
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
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
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
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 15 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
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
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
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
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.