Commandment of Piety (5e Class)

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Commandment of Piety[edit]

You have received a commandment directly from the demon king, the Commmandment Of Piety. You now work for the demon king, in exchange of receiving power and glory from your conquests and battles.

Creating a Commandment of Piety[edit]

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Zeldris the commandment of piety [1]
Quick Build

You can make a Commandment of Piety quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.

Class Features

As a Commandment of Piety you gain the following class features.

Hit Points

Hit Dice: 1d10 per Commandment of Piety level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Commandment of Piety level after 1st

Proficiencies

Armor: light, medium, and heavy armor
Weapons: Simple and martial melee weapons
Tools: None
Saving Throws: Dexterity and Wisdom
Skills: Choose three from; Arcana, 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 Short sword or (b) a Long sword
  • (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 Commandment of Piety

Level Proficiency
Bonus
Demonic Regeneration Sword Arts Features
1st +2 1d6 1d4 Demon Blood, Fighting Style, Demonic Regen, Sword Arts
2nd +2 1d6 1d4 Swordsman's Accuracy, Unarmored Defense
3rd +2 1d6 1d4 The Ominous Nebula
4th +2 1d8 1d6 Ability Score Improvement
5th +3 1d8 1d6 Extra Attack, Sealing Magic
6th +3 1d8 1d6 Demonic sword, Telepathy
7th +3 1d10 1d8 Hell Blaze
8th +3 1d10 1d8 Ability Score Improvement
9th +4 1d10 1d8 Protection from magic
10th +4 1d12 1d10 Extra Attack (2)
11th +4 1d12 1d10 Day of Wrath
12th +4 1d12 1d10 Ability Score Improvement
13th +5 2d6 1d12 Hell Blaze Level 2
14th +5 2d6 1d12 Protection From Magic Improvement
15th +5 2d6 1d12 Extra Attack (3)
16th +5 2d8 2d8 Ability Score Improvement
17th +6 2d8 2d8
18th +6 2d8 2d8 "Piety"
19th +6 2d10 2d10 Ability Score Improvement
20th +6 2d10 2d10 Hell Blaze Mastery, Extra Attack (4)

Sword Arts[edit]

Starting at level 1, when you attack with a sword, you can add your Sword Arts die to the damage.

Demonic Power[edit]

Some of your demonic power requires your target to make a saving throw to counter the effect of the feature.

DC = 8 + your proficiency bonus + your Wisdom modifier

Fighting Style[edit]

At level 1, you may pick one fighting style from the list.

Brace for Attack - While you are aware, you gain a +1 to AC

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 20 you may make an extra attack with your off-hand weapon, once per turn.

Dragon Slayer - While dual wielding, you can add your ability modifier to your off hand.

Background[edit]

Demon Blood - Having demonic heritage you are granted the following benefits:

• A dark mark in the form of the symbol of the demon clan appears on your face.

• You learn the following languages: Abyssal, and Uncommon

• You gain Darkvision up to 60ft. If you already had dark vision you gain an additional 60ft.

• You gain resistance to necrotic and fire damage. You gain vaunerablility to radiant damage. (This damage cannot be reduced by your class abilities).

• Your base speed becomes 40ft.

• At 8th level, you gain dark matter wings and gain a flight speed equal to your walking speed. You can activate or deactive the wings as a bonus action.

Age You cannot die of old age and will slow physical appearance of aging. For every 1000 years you will appear to age 1 year.

Demonic Regen[edit]

Starting at level 1, you can use your bonus action to gain HP equal to the amount equal to your constitution modifier x Demonic Regeneration Die. You can use this feature a number of times equal to your Con Mod. (Min 1). All uses are restored at the end of a long rest.

Unarmored Defense[edit]

Starting at 2nd level, while you are not wearing any armor or using shields, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Swordsman's Accuracy[edit]

At level 2, when attacking with a sword, you gain a +1 increase to attacks, every 2 levels to a max of +3 at level 6. Starting from level 5, the critical hit threshold lowers by 1. This threshold decreases further by 1, for every 5 character levels. Maximum dexterity increases to 24, and your walking speed increases by 5 x your proficiency bonus.

The Ominous Nebula[edit]

Starting at 3rd level, As an action, you enter a stance resembling an ominous nebula. A dark funnel appears, with a radius of 5 feet multiplied by your character's level. You can't move while in this stance. At Level 8 you can move up to half your movement speed.


- When you take melee damage, you can use your reaction to reduce it by the same amount as your weapon damage die.


- At the start of each of your turns, creatures within the nebula's radius are drawn closer to you by 5 x half your character level (rounded down)ft.


- If a target crosses half the nebula's radius, they must make a Dexterity saving throw. On a fail, they take damage from your sword attack and are pushed back 10 feet. On a success, they take half damage and can immediately use their reaction to move up to half their walking speed.


- You can use this ability once per long rest.


- The nebula ends after 1 minute, or if you become unconscious.


- Large targets are pulled half as fast, and huge targets are pulled 5 feet.


- Within the nebula's area, you have a complete understanding of your surroundings.

Ability Score Improvement[edit]

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.

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 a third attack, a fourth at level 15, and a fifth at level 20.

Sealing Magic[edit]

At 5th level, you learned that the Commandment of Piety has the ability to seal magic power when physically contacting someone. As an action you can make an unarmed strike. If you hit, they must make a Intelligence saving throw. If they succeed, nothing happens. If they fail, then the target cannot cast spells for 1d10 rounds. You can use the ability a number of times equal to your wisdom mod per long rest. (Min 1)

Demonic sword[edit]

At 6th level as an action you can create a blade from dark energy. The Sword is unbreakable short of a Wish Spell. This sword is acts like a short sword and deals an additional xd4 necrotic damage, with x being your proficiency bonus.


If the sword is broken, you will have to preform a 1 hour ritual to repair the sword.

Telepathy[edit]

At level 6, you can telepathically Call creatures to whom the demon king has provided other commandments. This Call is non verbal. If they choose to ignore your Call or are unable to, you wont know why.


If you Call others, they will know your exact location. Provided you're on the same plane of existence. You cannot Call those on other planes on existence.

Hell Blaze[edit]

At level 7, as you tap into your demonic ancestry you are now able to access Hell Blaze. As a bonus action, you may engulf your weapon with a purple flame that stops all enemy regeneration hit with this weapon and deals an additional 1d6 necrotic damage. This effect remains on your weapon for 1d4 + wisdom modifier rounds. You can use this ability once per long rest. You can use this ability 2 times per long rest at level 13 and 3 times at level 20.


At level 13, you are now able to engulf another weapon of your choosing, provided you are within 5ft of the weapon, and it now deals 2d6 necrotic damage. On a successful attack target must make a con save. Targets that fail this save are set on fire and take 1d6 fire damage for 1d6 rounds of combat.


At level 20, you are now able to engulf three weapons when you cast this as a bonus action, additionally Hell Blaze now deal 3d6 necrotic.

Protection from magic[edit]

At 9th level, your body has been through so much battles that it has acquainted itself with magic. You gain resistance from magic damage and spells, you can also roll against spells effects with advantage.

At 14th level your resistance has become an immunity, and once per long rest you can protect an ally from an incoming spell, reducing the damage to 0.

Radiant and Divination magic still do vaunerablility damage to you as normal.

Day of Wrath[edit]

At 11th level, you learned one of your most powerful techniques. You raise your sword up and select an area within a radius of 5ft x half your level (rounded up). A large black lightning bolt strikes this place and a wide purple sphere appears. All creatures in a 30 foot circle make a dexterity saving throw. If they fail, they take 10d10 necrotic lightning damage. On a success, it takes half damage. You can use this ability once per long rest.

"Piety"[edit]

At level 18, opponents who run away from the fight with you make a saving throw for wisdom. If they fail, they are under your control. You give them orders telepathically by action. At the end of each day, they can repeat the saving throw. If the saving throw is successful, they receive immunity from this ability for 24 hours .

Multiclassing[edit]

This class cannot be multiclassed.

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